Viewports: Setting focus from Platform/OS sets corresponding focus at Dear ImGui level. (#6299)
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@ -153,6 +153,8 @@ Other changes:
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Docking+Viewports Branch:
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- Viewports: Setting focus from Platform/OS (e.g. via decoration, or Alt-Tab) sets corresponding
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focus at Dear ImGui level (generally last focused window in the viewport). (#6299)
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- Docking: Fixed using GetItemXXX() or IsItemXXX() functions after a DockSpace(). (#6217)
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- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
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- Backends: GLFW: Fixed Emscripten erroneously enabling multi-viewport support, leading to assert. (#5683)
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@ -423,7 +425,7 @@ Other changes:
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Docking+Viewports Branch:
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- Viewport: Fixed collapsed windows setting ImGuiViewportFlags_NoRendererClear without
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- Viewports: Fixed collapsed windows setting ImGuiViewportFlags_NoRendererClear without
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making title bar color opaque, leading to potential texture/fb garbage being visible.
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Right now as we don't fully support transparent viewports (#2766), so we turn that
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'TitleBgCollapsed' color opaque just lke we do for 'WindowBG' on uncollapsed windows.
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25
imgui.cpp
25
imgui.cpp
@ -4799,7 +4799,7 @@ void ImGui::NewFrame()
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// Closing the focused window restore focus to the first active root window in descending z-order
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if (g.NavWindow && !g.NavWindow->WasActive)
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FocusTopMostWindowUnderOne(NULL, NULL);
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FocusTopMostWindowUnderOne(NULL, NULL, NULL);
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// No window should be open at the beginning of the frame.
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// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
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@ -7495,7 +7495,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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BringWindowToDisplayFront(display_front_window);
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}
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void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
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void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport)
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{
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ImGuiContext& g = *GImGui;
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int start_idx = g.WindowsFocusOrder.Size - 1;
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@ -7515,7 +7515,10 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
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// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
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ImGuiWindow* window = g.WindowsFocusOrder[i];
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IM_ASSERT(window == window->RootWindow);
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if (window != ignore_window && window->WasActive)
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if (window == ignore_window || !window->WasActive)
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continue;
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if (filter_viewport != NULL && window->Viewport != filter_viewport)
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continue;
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if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
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{
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// FIXME-DOCK: This is failing (lagging by one frame) for docked windows.
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@ -10895,7 +10898,7 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_
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if (focus_window && !focus_window->WasActive && popup_window)
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{
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// Fallback
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FocusTopMostWindowUnderOne(popup_window, NULL);
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FocusTopMostWindowUnderOne(popup_window, NULL, NULL);
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}
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else
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{
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@ -12596,6 +12599,8 @@ static void ImGui::NavUpdateWindowing()
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// Apply final focus
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if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
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{
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// FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
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// Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
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ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
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ClearActiveID();
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NavRestoreHighlightAfterMove();
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@ -14490,6 +14495,10 @@ void ImGui::UpdatePlatformWindows()
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if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
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focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
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g.PlatformLastFocusedViewportId = focused_viewport->ID;
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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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}
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}
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}
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@ -19151,11 +19160,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
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if (viewports.Size > 1)
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ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount);
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for (int i = 0; i < viewports.Size; i++)
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BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A");
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for (ImGuiViewportP* viewport : viewports)
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BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, PlatformFocused = %s, Window: \"%s\"",
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viewport->Idx, viewport->ID, viewport->LastFrontMostStampCount,
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(g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
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viewport->Window ? viewport->Window->Name : "N/A");
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TreePop();
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}
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for (int i = 0; i < g.Viewports.Size; i++)
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DebugNodeViewport(g.Viewports[i]);
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TreePop();
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@ -2976,7 +2976,7 @@ namespace ImGui
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// Windows: Display Order and Focus Order
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);
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IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport);
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IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
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@ -7088,7 +7088,7 @@ void ImGui::EndMainMenuBar()
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// FIXME: With this strategy we won't be able to restore a NULL focus.
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)
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FocusTopMostWindowUnderOne(g.NavWindow, NULL);
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FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL);
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End();
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}
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