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Internal: Reworked FocusFrontMostActiveWindow() so it fits the Nav branch usage as well.
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@ -675,7 +675,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* ini
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namespace ImGui
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namespace ImGui
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{
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{
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static void FocusFrontMostActiveWindow();
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static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -2511,7 +2511,7 @@ void ImGui::NewFrame()
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// Closing the focused window restore focus to the first active root window in descending z-order
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// Closing the focused window restore focus to the first active root window in descending z-order
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if (g.NavWindow && !g.NavWindow->WasActive)
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if (g.NavWindow && !g.NavWindow->WasActive)
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FocusFrontMostActiveWindow();
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FocusFrontMostActiveWindow(NULL);
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// No window should be open at the beginning of the frame.
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// No window should be open at the beginning of the frame.
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// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
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// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
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@ -5174,11 +5174,11 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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BringWindowToFront(window);
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BringWindowToFront(window);
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}
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}
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void ImGui::FocusFrontMostActiveWindow()
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void ImGui::FocusFrontMostActiveWindow(ImGuiWindow* ignore_window)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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for (int i = g.Windows.Size - 1; i >= 0; i--)
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for (int i = g.Windows.Size - 1; i >= 0; i--)
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if (g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
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if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
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{
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{
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FocusWindow(g.Windows[i]);
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FocusWindow(g.Windows[i]);
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return;
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return;
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