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@@ -993,6 +993,7 @@ struct ImGuiState
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ImGuiID ActiveIdPreviousFrame;
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ImGuiID ActiveIdPreviousFrame;
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bool ActiveIdIsAlive;
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bool ActiveIdIsAlive;
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bool ActiveIdIsFocusedOnly; // Set only by active widget. Denote focus but no active interaction.
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bool ActiveIdIsFocusedOnly; // Set only by active widget. Denote focus but no active interaction.
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+ ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Only valid if ActiveID is the "#MOVE" identifier of a window.
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float SettingsDirtyTimer;
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float SettingsDirtyTimer;
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ImVector<ImGuiIniData*> Settings;
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ImVector<ImGuiIniData*> Settings;
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ImVector<ImGuiColMod> ColorModifiers;
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ImVector<ImGuiColMod> ColorModifiers;
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@@ -1052,6 +1053,7 @@ struct ImGuiState
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ActiveIdPreviousFrame = 0;
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ActiveIdPreviousFrame = 0;
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ActiveIdIsAlive = false;
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ActiveIdIsAlive = false;
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ActiveIdIsFocusedOnly = false;
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ActiveIdIsFocusedOnly = false;
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+ MovedWindow = NULL;
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SettingsDirtyTimer = 0.0f;
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SettingsDirtyTimer = 0.0f;
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SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
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SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
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@@ -1767,6 +1769,8 @@ void ImGui::NewFrame()
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SetActiveId(0);
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SetActiveId(0);
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g.ActiveIdPreviousFrame = g.ActiveId;
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g.ActiveIdPreviousFrame = g.ActiveId;
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g.ActiveIdIsAlive = false;
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g.ActiveIdIsAlive = false;
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+ if (!g.ActiveId)
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+ g.MovedWindow = NULL;
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// Delay saving settings so we don't spam disk too much
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// Delay saving settings so we don't spam disk too much
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if (g.SettingsDirtyTimer > 0.0f)
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if (g.SettingsDirtyTimer > 0.0f)
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@@ -1978,9 +1982,13 @@ void ImGui::Render()
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g.CurrentWindow->Visible = false;
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g.CurrentWindow->Visible = false;
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ImGui::End();
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ImGui::End();
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- // Select window for move/focus when we're done with all our widgets (we only consider non-child windows here)
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+ // Select window for move/focus when we're done with all our widgets (we use the root window ID here)
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if (g.ActiveId == 0 && g.HoveredId == 0 && g.HoveredRootWindow != NULL && g.IO.MouseClicked[0])
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if (g.ActiveId == 0 && g.HoveredId == 0 && g.HoveredRootWindow != NULL && g.IO.MouseClicked[0])
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+ {
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+ IM_ASSERT(g.MovedWindow == NULL);
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+ g.MovedWindow = g.HoveredWindow;
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SetActiveId(g.HoveredRootWindow->GetID("#MOVE"));
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SetActiveId(g.HoveredRootWindow->GetID("#MOVE"));
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+ }
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// Sort the window list so that all child windows are after their parent
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// Sort the window list so that all child windows are after their parent
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// We cannot do that on FocusWindow() because childs may not exist yet
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// We cannot do that on FocusWindow() because childs may not exist yet
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@@ -2787,11 +2795,13 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
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if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
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if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
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MarkSettingsDirty();
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MarkSettingsDirty();
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}
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}
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- FocusWindow(window);
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+ IM_ASSERT(g.MovedWindow != NULL);
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+ FocusWindow(g.MovedWindow);
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}
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}
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else
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else
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{
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{
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SetActiveId(0);
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SetActiveId(0);
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+ g.MovedWindow = NULL; // Not strictly necessary but doing it for sanity.
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}
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}
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}
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}
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@@ -3128,13 +3138,14 @@ static void FocusWindow(ImGuiWindow* window)
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{
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{
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ImGuiState& g = *GImGui;
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ImGuiState& g = *GImGui;
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- // Always focus the root window
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+ // Always mark the window we passed as focused. This is used for keyboard interactions such as tabbing.
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+ g.FocusedWindow = window;
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+
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+ // And move its root window to the top of the pile
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// FIXME: RootWindow is set as we do Begin() on the window, so this won't work if called SetWindowFocus(const char* name) on a child window prior to window calling Begin(). Bit of an edge.
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// FIXME: RootWindow is set as we do Begin() on the window, so this won't work if called SetWindowFocus(const char* name) on a child window prior to window calling Begin(). Bit of an edge.
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if (window->RootWindow)
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if (window->RootWindow)
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window = window->RootWindow;
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window = window->RootWindow;
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- g.FocusedWindow = window;
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-
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if (g.Windows.back() == window)
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if (g.Windows.back() == window)
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return;
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return;
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