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Nav: SetFocusID() clears NavInitRequest for consistency (repro would a same frame interaction / race condition). (#787)
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@ -2027,6 +2027,8 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
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const int nav_layer = window->DC.NavLayerCurrent;
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if (g.NavWindow != window)
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g.NavInitRequest = false;
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g.NavId = id;
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g.NavWindow = window;
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g.NavLayer = nav_layer;
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@ -6238,7 +6240,6 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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g.NavMousePosDirty = true;
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if (window && window->NavLastChildNavWindow != NULL)
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window->NavLastChildNavWindow = NULL;
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if (g.NavInitRequest)
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g.NavInitRequest = false;
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}
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@ -621,7 +621,7 @@ struct ImGuiContext
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int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
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bool NavMousePosDirty;
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bool NavMousePosDirty; // When set we will update mouse position if (NavFlags & ImGuiNavFlags_MoveMouse) if set
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bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (nb: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
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bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
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