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Focus: merge extra param for FocusTopMostWindowUnderOne() from docking branch to facilitate merge.
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22
imgui.cpp
22
imgui.cpp
@ -4624,7 +4624,7 @@ 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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FocusTopMostWindowUnderOne(NULL, NULL);
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FocusTopMostWindowUnderOne(NULL, NULL, 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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@ -6968,9 +6968,10 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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BringWindowToDisplayFront(display_front_window);
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}
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void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
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void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport)
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{
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ImGuiContext& g = *GImGui;
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IM_UNUSED(filter_viewport); // Unused in master branch.
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int start_idx = g.WindowsFocusOrder.Size - 1;
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if (under_this_window != NULL)
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{
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@ -6988,13 +6989,14 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
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// 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.
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ImGuiWindow* window = g.WindowsFocusOrder[i];
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IM_ASSERT(window == window->RootWindow);
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if (window != ignore_window && window->WasActive)
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if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
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{
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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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if (window == ignore_window || !window->WasActive)
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continue;
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if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
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{
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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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FocusWindow(NULL);
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}
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@ -10261,7 +10263,7 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_
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if (focus_window && !focus_window->WasActive && popup_window)
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{
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// Fallback
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FocusTopMostWindowUnderOne(popup_window, NULL);
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FocusTopMostWindowUnderOne(popup_window, NULL, NULL);
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}
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else
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{
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@ -2752,7 +2752,7 @@ namespace ImGui
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// Windows: Display Order and Focus Order
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);
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IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport);
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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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@ -7084,7 +7084,7 @@ void ImGui::EndMainMenuBar()
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// FIXME: With this strategy we won't be able to restore a NULL focus.
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)
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FocusTopMostWindowUnderOne(g.NavWindow, NULL);
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FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL);
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End();
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}
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