Factorized some code (+ declared as static function without namespace, a pattern with the Nav branch has started to use)

docking
omar 7 years ago
parent 50f5be9266
commit e7922b3fa0

@ -659,6 +659,11 @@ static inline void DataTypeFormatString(ImGuiDataType data_type, void* data
static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2);
static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
namespace ImGui
{
static void FocusPreviousWindow();
}
//-----------------------------------------------------------------------------
// Platform dependent default implementations
//-----------------------------------------------------------------------------
@ -2434,12 +2439,7 @@ void ImGui::NewFrame()
// Closing the focused window restore focus to the first active root window in descending z-order
if (g.NavWindow && !g.NavWindow->WasActive)
for (int i = g.Windows.Size-1; i >= 0; i--)
if (g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
{
FocusWindow(g.Windows[i]);
break;
}
FocusPreviousWindow();
// No window should be open at the beginning of the frame.
// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
@ -4833,6 +4833,17 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g.Windows.push_back(window);
}
void ImGui::FocusPreviousWindow()
{
ImGuiContext& g = *GImGui;
for (int i = g.Windows.Size - 1; i >= 0; i--)
if (g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
{
FocusWindow(g.Windows[i]);
return;
}
}
void ImGui::PushItemWidth(float item_width)
{
ImGuiWindow* window = GetCurrentWindow();

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