Viewport: Renamed member + added note about a Docking issue with restoring focus.

docking
omar 6 years ago
parent 47219dd5c6
commit 5af385ea78

@ -6260,6 +6260,10 @@ void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window)
if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
{
// FIXME-DOCKING: This is failing (lagging by one frame) for docked windows.
// If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
// We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
// to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
FocusWindow(focus_window);
return;
@ -10554,8 +10558,8 @@ void ImGui::UpdatePlatformWindows()
// Even without focus, we assume the window becomes front-most.
// This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
if (viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
}
// Clear request flags
@ -10576,8 +10580,8 @@ void ImGui::UpdatePlatformWindows()
}
if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID)
{
if (focused_viewport->LastFrontMostStampCount != g.WindowsFrontMostStampCount)
focused_viewport->LastFrontMostStampCount = ++g.WindowsFrontMostStampCount;
if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
g.PlatformLastFocusedViewport = focused_viewport->ID;
}
}

@ -951,7 +951,6 @@ struct ImGuiContext
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiStorage WindowsById;
int WindowsActiveCount;
int WindowsFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
ImGuiWindow* CurrentWindow; // Being drawn into
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
@ -996,6 +995,7 @@ struct ImGuiContext
ImGuiViewportP* MouseViewport;
ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
// Navigation data (for gamepad/keyboard)
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
@ -1141,7 +1141,6 @@ struct ImGuiContext
FrameCount = 0;
FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1;
WindowsActiveCount = 0;
WindowsFrontMostStampCount = 0;
CurrentWindow = NULL;
HoveredWindow = NULL;
HoveredRootWindow = NULL;
@ -1175,6 +1174,7 @@ struct ImGuiContext
CurrentViewport = NULL;
MouseViewport = MouseLastHoveredViewport = NULL;
PlatformLastFocusedViewport = 0;
ViewportFrontMostStampCount = 0;
NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;

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