Nav: SetFocusID() clears NavInitRequest for consistency (repro would a same frame interaction / race condition). (#787)

This commit is contained in:
omar 2018-02-01 18:19:36 +01:00
parent ef2c3bcdee
commit fd6d8863f7
2 changed files with 4 additions and 3 deletions

View File

@ -2027,6 +2027,8 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
const int nav_layer = window->DC.NavLayerCurrent;
if (g.NavWindow != window)
g.NavInitRequest = false;
g.NavId = id;
g.NavWindow = window;
g.NavLayer = nav_layer;
@ -6238,8 +6240,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g.NavMousePosDirty = true;
if (window && window->NavLastChildNavWindow != NULL)
window->NavLastChildNavWindow = NULL;
if (g.NavInitRequest)
g.NavInitRequest = false;
g.NavInitRequest = false;
}
// Passing NULL allow to disable keyboard focus

View File

@ -621,7 +621,7 @@ struct ImGuiContext
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.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
bool NavMousePosDirty;
bool NavMousePosDirty; // When set we will update mouse position if (NavFlags & ImGuiNavFlags_MoveMouse) if set
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)
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest