From edc66d79c7df44899cb1e9be4f839ef4371be91b Mon Sep 17 00:00:00 2001 From: ocornut Date: Fri, 21 Feb 2025 23:09:54 +0100 Subject: [PATCH] Nav: extract code into a NavUpdateWindowingApplyFocus() so it may be reused elsewhere. --- imgui.cpp | 50 +++++++++++++++++++++++++++++--------------------- 1 file changed, 29 insertions(+), 21 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 501a19c66..9e2a5e200 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1212,6 +1212,7 @@ static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool j // Navigation static void NavUpdate(); static void NavUpdateWindowing(); +static void NavUpdateWindowingApplyFocus(ImGuiWindow* window); static void NavUpdateWindowingOverlay(); static void NavUpdateCancelRequest(); static void NavUpdateCreateMoveRequest(); @@ -13651,6 +13652,33 @@ static void NavUpdateWindowingTarget(int focus_change_dir) g.NavWindowingToggleLayer = false; } +// Apply focus and close overlay +static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow) + { + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + } + g.NavWindowingTarget = NULL; +} + // Windowing management mode // Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) // Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) @@ -13802,28 +13830,8 @@ static void ImGui::NavUpdateWindowing() } // Apply final focus - if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) - { - ClearActiveID(); - SetNavCursorVisibleAfterMove(); - ClosePopupsOverWindow(apply_focus_window, false); - FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); - apply_focus_window = g.NavWindow; - if (apply_focus_window->NavLastIds[0] == 0) - NavInitWindow(apply_focus_window, false); - - // If the window has ONLY a menu layer (no main layer), select it directly - // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, - // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since - // the target window as already been previewed once. - // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, - // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* - // won't be valid. - if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) - g.NavLayer = ImGuiNavLayer_Menu; - } if (apply_focus_window) - g.NavWindowingTarget = NULL; + NavUpdateWindowingApplyFocus(apply_focus_window); // Apply menu/layer toggle if (apply_toggle_layer && g.NavWindow)