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Internals: Update ->RootWindow and other links before applying the SetNextWindowXXX stuff. This is so FocusWindow() can always assume that ->RootWindow != NULL.
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d9bca0d853
commit
fb257eef3e
15
imgui.cpp
15
imgui.cpp
@ -5402,6 +5402,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
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window->NavLastIds[0] = 0;
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// Update ->RootWindow and others pointers (before any possible call to FocusWindow)
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if (first_begin_of_the_frame)
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UpdateWindowParentAndRootLinks(window, flags, parent_window);
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// Process SetNextWindow***() calls
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bool window_pos_set_by_api = false;
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bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
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@ -5443,8 +5447,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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{
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// Initialize
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const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
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UpdateWindowParentAndRootLinks(window, flags, parent_window);
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window->Active = true;
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window->HasCloseButton = (p_open != NULL);
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window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
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@ -6037,8 +6039,8 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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return;
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// Move the root window to the top of the pile
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if (window->RootWindow)
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window = window->RootWindow;
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IM_ASSERT(window->RootWindow != NULL);
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window = window->RootWindow;
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// Steal focus on active widgets
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if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
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@ -7823,7 +7825,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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//-----------------------------------------------------------------------------
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// FIXME-NAV: The existance of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,
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// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,
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// and needs some explanation or serious refactoring.
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void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id)
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{
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@ -8295,7 +8297,8 @@ static void ImGui::NavUpdate()
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if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
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#endif
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// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
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// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
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// (do it before we map Keyboard input!)
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bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (nav_gamepad_active)
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