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Viewports: fix/amend dcb6335
to (1) avoid refocusing when focus action was actionned from a click within imgui boundaries and (2) restore a null focus as well. (#6299)
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1f0b46b93c
commit
63370be0e5
20
imgui.cpp
20
imgui.cpp
@ -13916,13 +13916,21 @@ static void ImGui::UpdateViewportsNewFrame()
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focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
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g.PlatformLastFocusedViewportId = focused_viewport->ID;
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// Focus associated dear imgui window (#6299)
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// FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle both cases?
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if (focused_viewport->Window != NULL)
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FocusWindow(NavRestoreLastChildNavWindow(focused_viewport->Window));
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else
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FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport);
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// Focus associated dear imgui window if focus didn't happen with a click within imgui boundaries (#6299)
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// e.g. Clicking platform title bar.
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// FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
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if (!IsAnyMouseDown())
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{
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if (focused_viewport->Window != NULL)
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FocusWindow(NavRestoreLastChildNavWindow(focused_viewport->Window));
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else if (focused_viewport->LastFocusedHadNavWindow)
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FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport);
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else
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FocusWindow(NULL);
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}
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}
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if (focused_viewport)
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focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
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}
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// Create/update main viewport with current platform position.
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@ -1738,6 +1738,7 @@ struct ImGuiViewportP : public ImGuiViewport
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ImVec2 LastPos;
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float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
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float LastAlpha;
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bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused.
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short PlatformMonitor;
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int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
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ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
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@ -1751,7 +1752,7 @@ struct ImGuiViewportP : public ImGuiViewport
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ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
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ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f.
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ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
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void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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