diff --git a/imgui.cpp b/imgui.cpp index 8ad739fa..239566c0 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -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();