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Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380)
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@ -45,6 +45,7 @@ Other Changes:
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- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered
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behind every other windows. (#2391)
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- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer.
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- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380)
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- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types.
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We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011)
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- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
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@ -7993,7 +7993,9 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
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g.NavWindowingToggleLayer = false;
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}
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// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer)
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// Windowing management mode
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// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
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// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
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static void ImGui::NavUpdateWindowing()
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{
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ImGuiContext& g = *GImGui;
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@ -8096,6 +8098,7 @@ static void ImGui::NavUpdateWindowing()
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g.NavDisableMouseHover = true;
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apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
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ClosePopupsOverWindow(apply_focus_window);
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ClearActiveID();
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FocusWindow(apply_focus_window);
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if (apply_focus_window->NavLastIds[0] == 0)
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NavInitWindow(apply_focus_window, false);
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