When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213)

This commit is contained in:
omar 2018-11-29 23:24:22 +01:00
parent 4a94b251fd
commit baf67d393f
3 changed files with 11 additions and 6 deletions

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@ -37,6 +37,7 @@ Breaking Changes:
Other Changes: Other Changes:
- When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap]
- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187) - Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)

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@ -5289,8 +5289,10 @@ void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
{ {
// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
ImGuiWindow* window = g.WindowsFocusOrder[i]; ImGuiWindow* window = g.WindowsFocusOrder[i];
if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
{ {
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
FocusWindow(focus_window); FocusWindow(focus_window);
@ -5672,6 +5674,8 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
} }
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly.
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{ {
return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);

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@ -732,7 +732,7 @@ struct ImGuiContext
ImGuiID NavJustTabbedId; // Just tabbed to this id. ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest) ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging int NavScoringCount; // Metrics for debugging
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.