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https://github.com/Drezil/imgui.git
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Internals: refactored IsWindowHovered()/IsWindowFocused() to make their logic more similar + change underlying value of ImGuiHoveredFlags_AllowWhenBlockedByPopup + comment out docking only flags.
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d9b427cce0
commit
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66
imgui.cpp
66
imgui.cpp
@ -6740,37 +6740,31 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
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{
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IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function
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ImGuiContext& g = *GImGui;
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if (g.HoveredWindow == NULL)
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ImGuiWindow* ref_window = g.HoveredWindow;
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ImGuiWindow* cur_window = g.CurrentWindow;
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if (ref_window == NULL)
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return false;
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if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
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{
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ImGuiWindow* window = g.CurrentWindow;
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switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
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{
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case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
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if (g.HoveredWindow->RootWindow != window->RootWindow)
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return false;
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break;
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case ImGuiHoveredFlags_RootWindow:
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if (g.HoveredWindow != window->RootWindow)
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return false;
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break;
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case ImGuiHoveredFlags_ChildWindows:
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if (!IsWindowChildOf(g.HoveredWindow, window))
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return false;
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break;
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default:
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if (g.HoveredWindow != window)
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return false;
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break;
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}
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IM_ASSERT(cur_window); // Not inside a Begin()/End()
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if (flags & ImGuiHoveredFlags_RootWindow)
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cur_window = cur_window->RootWindow;
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bool result;
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if (flags & ImGuiHoveredFlags_ChildWindows)
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result = IsWindowChildOf(ref_window, cur_window);
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else
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result = (ref_window == cur_window);
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if (!result)
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return false;
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}
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if (!IsWindowContentHoverable(g.HoveredWindow, flags))
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if (!IsWindowContentHoverable(ref_window, flags))
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return false;
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if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
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if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)
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if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
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return false;
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return true;
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}
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@ -6778,22 +6772,22 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
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bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* ref_window = g.NavWindow;
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ImGuiWindow* cur_window = g.CurrentWindow;
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if (ref_window == NULL)
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return false;
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if (flags & ImGuiFocusedFlags_AnyWindow)
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return g.NavWindow != NULL;
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return true;
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IM_ASSERT(cur_window); // Not inside a Begin()/End()
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IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
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switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
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{
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case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
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return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
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case ImGuiFocusedFlags_RootWindow:
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return g.NavWindow == g.CurrentWindow->RootWindow;
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case ImGuiFocusedFlags_ChildWindows:
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return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
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default:
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return g.NavWindow == g.CurrentWindow;
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}
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if (flags & ImGuiHoveredFlags_RootWindow)
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cur_window = cur_window->RootWindow;
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if (flags & ImGuiHoveredFlags_ChildWindows)
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return IsWindowChildOf(ref_window, cur_window);
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else
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return (ref_window == cur_window);
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}
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// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
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10
imgui.h
10
imgui.h
@ -1264,9 +1264,10 @@ enum ImGuiTableBgTarget_
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enum ImGuiFocusedFlags_
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{
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ImGuiFocusedFlags_None = 0,
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ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
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ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
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ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
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ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
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ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
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ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
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//ImGuiFocusedFlags_DockHierarchy = 1 << 3, // Consider docking hierarchy (treat dockspace host as parent of docked window)
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ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
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};
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@ -1279,7 +1280,8 @@ enum ImGuiHoveredFlags_
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ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
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ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
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ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
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ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
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//ImGuiHoveredFlags_DockHierarchy = 1 << 3, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window)
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ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 4, // Return true even if a popup window is normally blocking access to this item/window
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//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
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ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
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ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
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