mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-24 00:26:36 +00:00
Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus properly after the main menu bar or last focused window is deactivated.
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parent
7eadcf7d7d
commit
e2436ca625
@ -39,6 +39,8 @@ Other Changes:
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of the supplied context pointer. (#2066)
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- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to
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accidental alteration of window position. We now round the provided size. (#2067)
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- Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus
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properly after the main menu bar or last focused window is deactivated.
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-----------------------------------------------------------------------
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73
imgui.cpp
73
imgui.cpp
@ -906,7 +906,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* wind
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static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
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static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
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static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
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static ImRect GetViewportRect();
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@ -3225,6 +3225,7 @@ void ImGui::NewFrame()
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g.NavIdTabCounter = INT_MAX;
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// Mark all windows as not visible
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IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
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for (int i = 0; i != g.Windows.Size; i++)
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{
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ImGuiWindow* window = g.Windows[i];
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@ -3235,7 +3236,7 @@ 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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if (g.NavWindow && !g.NavWindow->WasActive)
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FocusFrontMostActiveWindowIgnoringOne(NULL);
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FocusPreviousWindowIgnoringOne(NULL);
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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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@ -3292,6 +3293,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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for (int i = 0; i < g.Windows.Size; i++)
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IM_DELETE(g.Windows[i]);
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g.Windows.clear();
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g.WindowsFocusOrder.clear();
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g.WindowsSortBuffer.clear();
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g.CurrentWindow = NULL;
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g.CurrentWindowStack.clear();
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@ -3340,7 +3342,7 @@ static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
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return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
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}
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
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static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
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{
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out_sorted_windows->push_back(window);
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if (window->Active)
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@ -3352,7 +3354,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows,
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{
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ImGuiWindow* child = window->DC.ChildWindows[i];
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if (child->Active)
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AddWindowToSortedBuffer(out_sorted_windows, child);
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AddWindowToSortBuffer(out_sorted_windows, child);
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}
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}
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}
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@ -3550,7 +3552,7 @@ void ImGui::EndFrame()
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ImGuiWindow* window = g.Windows[i];
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if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
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continue;
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AddWindowToSortedBuffer(&g.WindowsSortBuffer, window);
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AddWindowToSortBuffer(&g.WindowsSortBuffer, window);
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}
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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@ -4204,8 +4206,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
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window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
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}
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g.WindowsFocusOrder.push_back(window);
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if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
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g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once
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g.Windows.push_front(window); // Quite slow but rare and only once
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else
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g.Windows.push_back(window);
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return window;
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@ -5125,7 +5128,21 @@ void ImGui::End()
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SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
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}
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void ImGui::BringWindowToFront(ImGuiWindow* window)
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void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (g.WindowsFocusOrder.back() == window)
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return;
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for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window
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if (g.WindowsFocusOrder[i] == window)
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{
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memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
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g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
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break;
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}
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}
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void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* current_front_window = g.Windows.back();
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@ -5134,13 +5151,13 @@ void ImGui::BringWindowToFront(ImGuiWindow* window)
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for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
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if (g.Windows[i] == window)
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{
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g.Windows.erase(g.Windows.Data + i);
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g.Windows.push_back(window);
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memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
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g.Windows[g.Windows.Size - 1] = window;
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break;
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}
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}
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void ImGui::BringWindowToBack(ImGuiWindow* window)
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void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (g.Windows[0] == window)
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@ -5185,20 +5202,24 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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ClearActiveID();
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// Bring to front
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BringWindowToFocusFront(window);
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if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
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BringWindowToFront(window);
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BringWindowToDisplayFront(window);
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}
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void ImGui::FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window)
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void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window)
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{
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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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if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
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for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
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{
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ImGuiWindow* window = g.WindowsFocusOrder[i];
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if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
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{
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ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]);
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ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
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FocusWindow(focus_window);
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return;
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}
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}
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}
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void ImGui::PushItemWidth(float item_width)
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@ -7436,11 +7457,11 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
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return 0.0f;
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}
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static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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{
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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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if (g.Windows[i] == window)
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for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--)
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if (g.WindowsFocusOrder[i] == window)
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return i;
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return -1;
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}
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@ -7448,9 +7469,9 @@ static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
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static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
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{
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ImGuiContext& g = *GImGui;
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for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir)
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if (ImGui::IsWindowNavFocusable(g.Windows[i]))
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return g.Windows[i];
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for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
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if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
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return g.WindowsFocusOrder[i];
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return NULL;
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}
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@ -7461,10 +7482,10 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
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if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
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return;
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const int i_current = FindWindowIndex(g.NavWindowingTarget);
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const int i_current = FindWindowFocusIndex(g.NavWindowingTarget);
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ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
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if (!window_target)
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window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
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window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
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if (window_target) // Don't reset windowing target if there's a single window in the list
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
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g.NavWindowingToggleLayer = false;
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@ -7496,7 +7517,7 @@ static void ImGui::NavUpdateWindowing()
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bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.Windows.Size - 1, -INT_MAX, -1))
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
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{
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g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
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g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
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@ -7628,9 +7649,9 @@ void ImGui::NavUpdateWindowingList()
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SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
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Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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for (int n = g.Windows.Size - 1; n >= 0; n--)
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for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
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{
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ImGuiWindow* window = g.Windows[n];
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ImGuiWindow* window = g.WindowsFocusOrder[n];
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if (!IsWindowNavFocusable(window))
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continue;
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const char* label = window->Name;
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@ -207,16 +207,18 @@ void ImGui::ShowDemoWindow(bool* p_open)
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static bool no_collapse = false;
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static bool no_close = false;
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static bool no_nav = false;
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static bool no_bring_to_front = false;
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ImGuiWindowFlags window_flags = 0;
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if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
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if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
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if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
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if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
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if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
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if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
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if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
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if (no_close) p_open = NULL; // Don't pass our bool* to Begin
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if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar;
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if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
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if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
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if (no_move) window_flags |= ImGuiWindowFlags_NoMove;
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if (no_resize) window_flags |= ImGuiWindowFlags_NoResize;
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if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
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if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
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if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
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if (no_close) p_open = NULL; // Don't pass our bool* to Begin
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// 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.
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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@ -359,7 +361,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Checkbox("No resize", &no_resize); ImGui::SameLine(300);
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ImGui::Checkbox("No collapse", &no_collapse);
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ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150);
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ImGui::Checkbox("No nav", &no_nav);
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ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300);
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ImGui::Checkbox("No bring to front", &no_bring_to_front);
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}
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if (ImGui::CollapsingHeader("Widgets"))
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@ -649,7 +649,8 @@ struct ImGuiContext
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int FrameCount;
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int FrameCountEnded;
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int FrameCountRendered;
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ImVector<ImGuiWindow*> Windows;
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ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
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ImVector<ImGuiWindow*> WindowsSortBuffer;
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiStorage WindowsById;
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@ -1113,9 +1114,10 @@ namespace ImGui
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inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
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IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window);
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IMGUI_API void BringWindowToFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToBack(ImGuiWindow* window);
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IMGUI_API void FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window);
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IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
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IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
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IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
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IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
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@ -5448,7 +5448,7 @@ void ImGui::EndMainMenuBar()
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// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
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FocusFrontMostActiveWindowIgnoringOne(g.NavWindow);
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FocusPreviousWindowIgnoringOne(g.NavWindow);
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End();
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}
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