diff --git a/imgui.cpp b/imgui.cpp index 4f79cec82..bc1a5025b 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1068,6 +1068,7 @@ static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static int FindWindowFocusIndex(ImGuiWindow* window); // Misc static void UpdateMouseInputs(); @@ -3602,7 +3603,7 @@ 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) - FocusPreviousWindowIgnoringOne(NULL); + FocusTopMostWindowIgnoringOne(NULL); // 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. @@ -5002,7 +5003,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); if (flags & ImGuiWindowFlags_Popup) { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } @@ -5035,7 +5036,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) CheckStacksSize(window, true); if (flags & ImGuiWindowFlags_Popup) { - ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; popup_ref.Window = window; g.BeginPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; @@ -5724,7 +5725,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) BringWindowToDisplayFront(window); } -void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window) +void ImGui::FocusTopMostWindowIgnoringOne(ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) @@ -6944,7 +6945,7 @@ void ImGui::OpenPopupEx(ImGuiID id) ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; int current_stack_size = g.BeginPopupStack.Size; - ImGuiPopupRef popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. popup_ref.PopupId = id; popup_ref.Window = NULL; popup_ref.ParentWindow = parent_window; @@ -7008,7 +7009,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) { - ImGuiPopupRef& popup = g.OpenPopupStack[popup_count_to_keep]; + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; if (!popup.Window) continue; IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); @@ -8129,7 +8130,7 @@ static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) return 0.0f; } -static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) { ImGuiContext& g = *GImGui; for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) @@ -8154,7 +8155,7 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) return; - const int i_current = FindWindowFocusIndex(g.NavWindowingTarget); + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); if (!window_target) window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); diff --git a/imgui_internal.h b/imgui_internal.h index 28a98dc25..f76beb1ef 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -72,7 +72,7 @@ struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() intern struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavMoveResult; // Result of a directional navigation move query result struct ImGuiNextWindowData; // Storage for SetNexWindow** functions -struct ImGuiPopupRef; // Storage for current popup stack +struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it struct ImGuiTabBar; // Storage for a tab bar @@ -648,7 +648,7 @@ struct ImGuiSettingsHandler }; // Storage for current popup stack -struct ImGuiPopupRef +struct ImGuiPopupData { ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() @@ -657,6 +657,8 @@ struct ImGuiPopupRef ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { PopupId = 0; Window = ParentWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } }; struct ImGuiColumnData @@ -856,8 +858,8 @@ struct ImGuiContext ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector FontStack; // Stack for PushFont()/PopFont() - ImVector OpenPopupStack; // Which popups are open (persistent) - ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions ImGuiCond NextTreeNodeOpenCond; @@ -1390,7 +1392,7 @@ namespace ImGui IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void FocusWindow(ImGuiWindow* window); - IMGUI_API void FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window); + IMGUI_API void FocusTopMostWindowIgnoringOne(ImGuiWindow* ignore_window); IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 0b3d24006..5cb1975cc 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -5824,7 +5824,7 @@ void ImGui::EndMainMenuBar() // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window ImGuiContext& g = *GImGui; if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) - FocusPreviousWindowIgnoringOne(g.NavWindow); + FocusTopMostWindowIgnoringOne(g.NavWindow); End(); }