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Viewports: Setting focus from Platform/OS sets corresponding focus at Dear ImGui level. (#6299)

This commit is contained in:
ocornut 2023-04-05 20:25:05 +02:00
parent ee5ce36745
commit dcb6335bfe
4 changed files with 33 additions and 20 deletions

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@ -153,6 +153,8 @@ Other changes:
Docking+Viewports Branch: Docking+Viewports Branch:
- Viewports: Setting focus from Platform/OS (e.g. via decoration, or Alt-Tab) sets corresponding
focus at Dear ImGui level (generally last focused window in the viewport). (#6299)
- Docking: Fixed using GetItemXXX() or IsItemXXX() functions after a DockSpace(). (#6217) - Docking: Fixed using GetItemXXX() or IsItemXXX() functions after a DockSpace(). (#6217)
- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick] - Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
- Backends: GLFW: Fixed Emscripten erroneously enabling multi-viewport support, leading to assert. (#5683) - Backends: GLFW: Fixed Emscripten erroneously enabling multi-viewport support, leading to assert. (#5683)
@ -423,7 +425,7 @@ Other changes:
Docking+Viewports Branch: Docking+Viewports Branch:
- Viewport: Fixed collapsed windows setting ImGuiViewportFlags_NoRendererClear without - Viewports: Fixed collapsed windows setting ImGuiViewportFlags_NoRendererClear without
making title bar color opaque, leading to potential texture/fb garbage being visible. making title bar color opaque, leading to potential texture/fb garbage being visible.
Right now as we don't fully support transparent viewports (#2766), so we turn that Right now as we don't fully support transparent viewports (#2766), so we turn that
'TitleBgCollapsed' color opaque just lke we do for 'WindowBG' on uncollapsed windows. 'TitleBgCollapsed' color opaque just lke we do for 'WindowBG' on uncollapsed windows.

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@ -4799,7 +4799,7 @@ void ImGui::NewFrame()
// Closing the focused window restore focus to the first active root window in descending z-order // Closing the focused window restore focus to the first active root window in descending z-order
if (g.NavWindow && !g.NavWindow->WasActive) if (g.NavWindow && !g.NavWindow->WasActive)
FocusTopMostWindowUnderOne(NULL, NULL); FocusTopMostWindowUnderOne(NULL, NULL, NULL);
// No window should be open at the beginning of the frame. // 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. // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
@ -7495,7 +7495,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
BringWindowToDisplayFront(display_front_window); BringWindowToDisplayFront(display_front_window);
} }
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
int start_idx = g.WindowsFocusOrder.Size - 1; int start_idx = g.WindowsFocusOrder.Size - 1;
@ -7515,17 +7515,20 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
ImGuiWindow* window = g.WindowsFocusOrder[i]; ImGuiWindow* window = g.WindowsFocusOrder[i];
IM_ASSERT(window == window->RootWindow); IM_ASSERT(window == window->RootWindow);
if (window != ignore_window && window->WasActive) if (window == ignore_window || !window->WasActive)
if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) continue;
{ if (filter_viewport != NULL && window->Viewport != filter_viewport)
// FIXME-DOCK: This is failing (lagging by one frame) for docked windows. continue;
// If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
// 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? // FIXME-DOCK: This is failing (lagging by one frame) for docked windows.
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
FocusWindow(focus_window); // 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)
return; // 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;
}
} }
FocusWindow(NULL); FocusWindow(NULL);
} }
@ -10895,7 +10898,7 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_
if (focus_window && !focus_window->WasActive && popup_window) if (focus_window && !focus_window->WasActive && popup_window)
{ {
// Fallback // Fallback
FocusTopMostWindowUnderOne(popup_window, NULL); FocusTopMostWindowUnderOne(popup_window, NULL, NULL);
} }
else else
{ {
@ -12596,6 +12599,8 @@ static void ImGui::NavUpdateWindowing()
// Apply final focus // Apply final focus
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
{ {
// FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
// Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
ClearActiveID(); ClearActiveID();
NavRestoreHighlightAfterMove(); NavRestoreHighlightAfterMove();
@ -14490,6 +14495,10 @@ void ImGui::UpdatePlatformWindows()
if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
g.PlatformLastFocusedViewportId = focused_viewport->ID; g.PlatformLastFocusedViewportId = focused_viewport->ID;
if (focused_viewport->Window != NULL)
FocusWindow(NavRestoreLastChildNavWindow(focused_viewport->Window));
else
FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport);
} }
} }
} }
@ -19151,11 +19160,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
if (viewports.Size > 1) if (viewports.Size > 1)
ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount); ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount);
for (int i = 0; i < viewports.Size; i++) for (ImGuiViewportP* viewport : viewports)
BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A"); BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, PlatformFocused = %s, Window: \"%s\"",
viewport->Idx, viewport->ID, viewport->LastFrontMostStampCount,
(g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
viewport->Window ? viewport->Window->Name : "N/A");
TreePop(); TreePop();
} }
for (int i = 0; i < g.Viewports.Size; i++) for (int i = 0; i < g.Viewports.Size; i++)
DebugNodeViewport(g.Viewports[i]); DebugNodeViewport(g.Viewports[i]);
TreePop(); TreePop();

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@ -2976,7 +2976,7 @@ namespace ImGui
// Windows: Display Order and Focus Order // Windows: Display Order and Focus Order
IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void FocusWindow(ImGuiWindow* window);
IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport);
IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);

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@ -7088,7 +7088,7 @@ void ImGui::EndMainMenuBar()
// FIXME: With this strategy we won't be able to restore a NULL focus. // FIXME: With this strategy we won't be able to restore a NULL focus.
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)
FocusTopMostWindowUnderOne(g.NavWindow, NULL); FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL);
End(); End();
} }