Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same frame as clearing the focus. This was in most noticeable in some back-ends with emits key release events when focusing another viewport. (#2609)

This commit is contained in:
omar 2019-06-05 00:25:21 +02:00
parent 6614bab883
commit 57d8ab62f4
2 changed files with 6 additions and 2 deletions

View File

@ -56,6 +56,10 @@ Other Changes:
- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii] - Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii]
- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading - Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading
to scrollbars appearing during the movement. to scrollbars appearing during the movement.
- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same
frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which
emits key release events when focusing another viewport, leading to Alt+clicking on void on another
viewport triggering the issue. (#2609)
- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the - Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
collapsing/docking button to the other side of the title bar. collapsing/docking button to the other side of the title bar.
- Style: Made window close button cross slightly smaller. - Style: Made window close button cross slightly smaller.

View File

@ -7933,10 +7933,10 @@ static void ImGui::NavUpdate()
g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
// Process navigation init request (select first/default focus) // Process navigation init request (select first/default focus)
if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow)
{ {
// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
IM_ASSERT(g.NavWindow);
if (g.NavInitRequestFromMove) if (g.NavInitRequestFromMove)
SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
else else