mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-20 23:06:36 +00:00
Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus properly after the main menu bar or last focused window is deactivated.
This commit is contained in:
parent
dcef0c0237
commit
d5692bff00
@ -54,6 +54,9 @@ HOW TO UPDATE?
|
|||||||
VERSION 1.66 (In Progress)
|
VERSION 1.66 (In Progress)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
|
- Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus
|
||||||
|
properly after the main menu bar or last focused window is deactivated.
|
||||||
|
|
||||||
|
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
VERSION 1.65 (Released 2018-09-06)
|
VERSION 1.65 (Released 2018-09-06)
|
||||||
|
74
imgui.cpp
74
imgui.cpp
@ -918,7 +918,7 @@ static void CheckStacksSize(ImGuiWindow* window, bool write);
|
|||||||
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
|
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
|
||||||
|
|
||||||
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
|
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
|
||||||
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
|
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
|
||||||
|
|
||||||
// Settings
|
// Settings
|
||||||
static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
|
static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
|
||||||
@ -3385,6 +3385,7 @@ void ImGui::NewFrame()
|
|||||||
g.NavIdTabCounter = INT_MAX;
|
g.NavIdTabCounter = INT_MAX;
|
||||||
|
|
||||||
// Mark all windows as not visible
|
// Mark all windows as not visible
|
||||||
|
IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
|
||||||
for (int i = 0; i != g.Windows.Size; i++)
|
for (int i = 0; i != g.Windows.Size; i++)
|
||||||
{
|
{
|
||||||
ImGuiWindow* window = g.Windows[i];
|
ImGuiWindow* window = g.Windows[i];
|
||||||
@ -3395,9 +3396,8 @@ void ImGui::NewFrame()
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Closing the focused window restore focus to the first active root window in descending z-order
|
// Closing the focused window restore focus to the first active root window in descending z-order
|
||||||
// FIXME: Because z-order and nav-order are correlated, this will focus the wrong window if we are part of a hierarchy with NoBringToFrontOnFocus flag.
|
|
||||||
if (g.NavWindow && !g.NavWindow->WasActive)
|
if (g.NavWindow && !g.NavWindow->WasActive)
|
||||||
FocusFrontMostActiveWindowIgnoringOne(NULL);
|
FocusPreviousWindowIgnoringOne(NULL);
|
||||||
|
|
||||||
// No window should be open at the beginning of the frame.
|
// No window should be open at the beginning of the frame.
|
||||||
// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
|
// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
|
||||||
@ -3475,6 +3475,7 @@ void ImGui::Shutdown(ImGuiContext* context)
|
|||||||
for (int i = 0; i < g.Windows.Size; i++)
|
for (int i = 0; i < g.Windows.Size; i++)
|
||||||
IM_DELETE(g.Windows[i]);
|
IM_DELETE(g.Windows[i]);
|
||||||
g.Windows.clear();
|
g.Windows.clear();
|
||||||
|
g.WindowsFocusOrder.clear();
|
||||||
g.WindowsSortBuffer.clear();
|
g.WindowsSortBuffer.clear();
|
||||||
g.CurrentWindow = NULL;
|
g.CurrentWindow = NULL;
|
||||||
g.CurrentWindowStack.clear();
|
g.CurrentWindowStack.clear();
|
||||||
@ -3524,7 +3525,7 @@ static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
|
|||||||
return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
|
return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
|
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
|
||||||
{
|
{
|
||||||
out_sorted_windows->push_back(window);
|
out_sorted_windows->push_back(window);
|
||||||
if (window->Active)
|
if (window->Active)
|
||||||
@ -3536,7 +3537,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows,
|
|||||||
{
|
{
|
||||||
ImGuiWindow* child = window->DC.ChildWindows[i];
|
ImGuiWindow* child = window->DC.ChildWindows[i];
|
||||||
if (child->Active)
|
if (child->Active)
|
||||||
AddWindowToSortedBuffer(out_sorted_windows, child);
|
AddWindowToSortBuffer(out_sorted_windows, child);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -3807,7 +3808,7 @@ void ImGui::EndFrame()
|
|||||||
ImGuiWindow* window = g.Windows[i];
|
ImGuiWindow* window = g.Windows[i];
|
||||||
if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
|
if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
|
||||||
continue;
|
continue;
|
||||||
AddWindowToSortedBuffer(&g.WindowsSortBuffer, window);
|
AddWindowToSortBuffer(&g.WindowsSortBuffer, window);
|
||||||
}
|
}
|
||||||
|
|
||||||
IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
|
IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
|
||||||
@ -4503,8 +4504,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
|
|||||||
window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
|
window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
g.WindowsFocusOrder.push_back(window);
|
||||||
if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
|
if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
|
||||||
g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once
|
g.Windows.push_front(window); // Quite slow but rare and only once
|
||||||
else
|
else
|
||||||
g.Windows.push_back(window);
|
g.Windows.push_back(window);
|
||||||
return window;
|
return window;
|
||||||
@ -5621,7 +5623,21 @@ void ImGui::End()
|
|||||||
SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
|
SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui::BringWindowToFront(ImGuiWindow* window)
|
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
|
||||||
|
{
|
||||||
|
ImGuiContext& g = *GImGui;
|
||||||
|
if (g.WindowsFocusOrder.back() == window)
|
||||||
|
return;
|
||||||
|
for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window
|
||||||
|
if (g.WindowsFocusOrder[i] == window)
|
||||||
|
{
|
||||||
|
memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
|
||||||
|
g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
ImGuiWindow* current_front_window = g.Windows.back();
|
ImGuiWindow* current_front_window = g.Windows.back();
|
||||||
@ -5630,13 +5646,13 @@ void ImGui::BringWindowToFront(ImGuiWindow* window)
|
|||||||
for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
|
for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
|
||||||
if (g.Windows[i] == window)
|
if (g.Windows[i] == window)
|
||||||
{
|
{
|
||||||
g.Windows.erase(g.Windows.Data + i);
|
memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
|
||||||
g.Windows.push_back(window);
|
g.Windows[g.Windows.Size - 1] = window;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui::BringWindowToBack(ImGuiWindow* window)
|
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
if (g.Windows[0] == window)
|
if (g.Windows[0] == window)
|
||||||
@ -5681,20 +5697,24 @@ void ImGui::FocusWindow(ImGuiWindow* window)
|
|||||||
ClearActiveID();
|
ClearActiveID();
|
||||||
|
|
||||||
// Bring to front
|
// Bring to front
|
||||||
|
BringWindowToFocusFront(window);
|
||||||
if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
|
if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
|
||||||
BringWindowToFront(window);
|
BringWindowToDisplayFront(window);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui::FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window)
|
void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window)
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
for (int i = g.Windows.Size - 1; i >= 0; i--)
|
for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
|
||||||
if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
|
{
|
||||||
|
ImGuiWindow* window = g.WindowsFocusOrder[i];
|
||||||
|
if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
|
||||||
{
|
{
|
||||||
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]);
|
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
|
||||||
FocusWindow(focus_window);
|
FocusWindow(focus_window);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImGui::PushItemWidth(float item_width)
|
void ImGui::PushItemWidth(float item_width)
|
||||||
@ -8639,11 +8659,11 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
|
|||||||
return 0.0f;
|
return 0.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
|
static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
for (int i = g.Windows.Size-1; i >= 0; i--)
|
for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--)
|
||||||
if (g.Windows[i] == window)
|
if (g.WindowsFocusOrder[i] == window)
|
||||||
return i;
|
return i;
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
@ -8651,9 +8671,9 @@ static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
|
|||||||
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
|
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir)
|
for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
|
||||||
if (ImGui::IsWindowNavFocusable(g.Windows[i]))
|
if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
|
||||||
return g.Windows[i];
|
return g.WindowsFocusOrder[i];
|
||||||
return NULL;
|
return NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -8664,10 +8684,10 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
|
|||||||
if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
|
if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
const int i_current = FindWindowIndex(g.NavWindowingTarget);
|
const int i_current = FindWindowFocusIndex(g.NavWindowingTarget);
|
||||||
ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
|
ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
|
||||||
if (!window_target)
|
if (!window_target)
|
||||||
window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
|
window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
|
||||||
if (window_target) // Don't reset windowing target if there's a single window in the list
|
if (window_target) // Don't reset windowing target if there's a single window in the list
|
||||||
g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
|
g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
|
||||||
g.NavWindowingToggleLayer = false;
|
g.NavWindowingToggleLayer = false;
|
||||||
@ -8699,7 +8719,7 @@ static void ImGui::NavUpdateWindowing()
|
|||||||
bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
|
bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
|
||||||
bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
|
bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
|
||||||
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
|
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
|
||||||
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.Windows.Size - 1, -INT_MAX, -1))
|
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
|
||||||
{
|
{
|
||||||
g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
|
g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
|
||||||
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
|
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
|
||||||
@ -8843,9 +8863,9 @@ void ImGui::NavUpdateWindowingList()
|
|||||||
SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
|
SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
|
||||||
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
|
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
|
||||||
Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
|
Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
|
||||||
for (int n = g.Windows.Size - 1; n >= 0; n--)
|
for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
|
||||||
{
|
{
|
||||||
ImGuiWindow* window = g.Windows[n];
|
ImGuiWindow* window = g.WindowsFocusOrder[n];
|
||||||
if (!IsWindowNavFocusable(window))
|
if (!IsWindowNavFocusable(window))
|
||||||
continue;
|
continue;
|
||||||
const char* label = window->Name;
|
const char* label = window->Name;
|
||||||
|
@ -215,18 +215,20 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||||||
static bool no_collapse = false;
|
static bool no_collapse = false;
|
||||||
static bool no_close = false;
|
static bool no_close = false;
|
||||||
static bool no_nav = false;
|
static bool no_nav = false;
|
||||||
|
static bool no_bring_to_front = false;
|
||||||
static bool no_docking = false;
|
static bool no_docking = false;
|
||||||
|
|
||||||
ImGuiWindowFlags window_flags = 0;
|
ImGuiWindowFlags window_flags = 0;
|
||||||
if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
|
if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
|
||||||
if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
|
if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
|
||||||
if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
|
if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
|
||||||
if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
|
if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
|
||||||
if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
|
if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
|
||||||
if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
|
if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
|
||||||
if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
|
if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
|
||||||
if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking;
|
if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
|
||||||
if (no_close) p_open = NULL; // Don't pass our bool* to Begin
|
if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking;
|
||||||
|
if (no_close) p_open = NULL; // Don't pass our bool* to Begin
|
||||||
|
|
||||||
// We specify a default position/size in case there's no data in the .ini file. Typically this isn't required! We only do it to make the Demo applications a little more welcoming.
|
// We specify a default position/size in case there's no data in the .ini file. Typically this isn't required! We only do it to make the Demo applications a little more welcoming.
|
||||||
ImVec2 main_viewport_pos = ImGui::GetMainViewport()->Pos;
|
ImVec2 main_viewport_pos = ImGui::GetMainViewport()->Pos;
|
||||||
@ -389,6 +391,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||||||
ImGui::Checkbox("No collapse", &no_collapse);
|
ImGui::Checkbox("No collapse", &no_collapse);
|
||||||
ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150);
|
ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150);
|
||||||
ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300);
|
ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300);
|
||||||
|
ImGui::Checkbox("No bring to front", &no_bring_to_front);
|
||||||
ImGui::Checkbox("No docking", &no_docking);
|
ImGui::Checkbox("No docking", &no_docking);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -799,7 +799,8 @@ struct ImGuiContext
|
|||||||
int FrameCountEnded;
|
int FrameCountEnded;
|
||||||
int FrameCountPlatformEnded;
|
int FrameCountPlatformEnded;
|
||||||
int FrameCountRendered;
|
int FrameCountRendered;
|
||||||
ImVector<ImGuiWindow*> Windows;
|
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
|
||||||
|
ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
|
||||||
ImVector<ImGuiWindow*> WindowsSortBuffer;
|
ImVector<ImGuiWindow*> WindowsSortBuffer;
|
||||||
ImVector<ImGuiWindow*> CurrentWindowStack;
|
ImVector<ImGuiWindow*> CurrentWindowStack;
|
||||||
ImGuiStorage WindowsById;
|
ImGuiStorage WindowsById;
|
||||||
@ -1362,9 +1363,10 @@ namespace ImGui
|
|||||||
IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
|
IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
|
||||||
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
|
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
|
||||||
IMGUI_API void FocusWindow(ImGuiWindow* window); // FIXME: Rename to SetWindowFocus()
|
IMGUI_API void FocusWindow(ImGuiWindow* window); // FIXME: Rename to SetWindowFocus()
|
||||||
IMGUI_API void FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window);
|
IMGUI_API void FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window);
|
||||||
IMGUI_API void BringWindowToFront(ImGuiWindow* window);
|
IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
|
||||||
IMGUI_API void BringWindowToBack(ImGuiWindow* window);
|
IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
|
||||||
|
IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
|
||||||
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
|
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
|
||||||
IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
|
IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
|
||||||
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
|
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
|
||||||
|
@ -5457,7 +5457,7 @@ void ImGui::EndMainMenuBar()
|
|||||||
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
|
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
|
if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
|
||||||
FocusFrontMostActiveWindowIgnoringOne(g.NavWindow);
|
FocusPreviousWindowIgnoringOne(g.NavWindow);
|
||||||
|
|
||||||
End();
|
End();
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user