diff --git a/imgui.cpp b/imgui.cpp index 0d13896e..fac95013 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5402,6 +5402,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) window->NavLastIds[0] = 0; + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + UpdateWindowParentAndRootLinks(window, flags, parent_window); + // Process SetNextWindow***() calls bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; @@ -5443,8 +5447,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // Initialize const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) - UpdateWindowParentAndRootLinks(window, flags, parent_window); - window->Active = true; window->HasCloseButton = (p_open != NULL); window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); @@ -6037,8 +6039,8 @@ void ImGui::FocusWindow(ImGuiWindow* window) return; // Move the root window to the top of the pile - if (window->RootWindow) - window = window->RootWindow; + IM_ASSERT(window->RootWindow != NULL); + window = window->RootWindow; // Steal focus on active widgets if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. @@ -7823,7 +7825,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- -// FIXME-NAV: The existance of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, +// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, // and needs some explanation or serious refactoring. void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) { @@ -8295,7 +8297,8 @@ static void ImGui::NavUpdate() 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); #endif - // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) + // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) + // (do it before we map Keyboard input!) bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; if (nav_gamepad_active)