Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
This commit is contained in:
ocornut
2026-05-15 15:14:52 +02:00
8 changed files with 49 additions and 25 deletions

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.92.8
// dear imgui, v1.92.9 WIP
// (main code and documentation)
// Help:
@@ -5522,14 +5522,15 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
// Click on empty space to focus window and start moving
// (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
if (g.IO.MouseClicked[0])
if (IsMouseClicked(0, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner))
{
// Handle the edge case of a popup being closed while clicking in its empty space.
// If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
ImGuiWindow* hovered_root = hovered_window ? hovered_window->RootWindow : NULL;
const bool is_closed_popup = hovered_root && (hovered_root->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(hovered_root->PopupId, ImGuiPopupFlags_AnyPopupLevel);
const bool is_queued_focus_request = g.NavMoveSubmitted && (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi);
if (hovered_window != NULL && !is_closed_popup)
if (hovered_window != NULL && !is_closed_popup && !is_queued_focus_request)
{
StartMouseMovingWindow(hovered_window); //-V595
@@ -5560,7 +5561,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
// With right mouse button we close popups without changing focus based on where the mouse is aimed
// Instead, focus will be restored to the window under the bottom-most closed popup.
// (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
if (g.IO.MouseClicked[1] && g.HoveredId == 0)
if (g.HoveredId == 0 && IsMouseClicked(1, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner))
{
// Find the top-most window between HoveredWindow and the top-most Modal Window.
// This is where we can trim the popup stack.
@@ -14509,13 +14510,13 @@ static void ImGui::NavUpdate()
// FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
if (nav_gamepad_active)
if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
for (ImGuiKey key : nav_gamepad_keys_to_change_source)
if (IsKeyDown(key))
g.NavInputSource = ImGuiInputSource_Gamepad;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
if (nav_keyboard_active)
if (nav_keyboard_active && g.NavInputSource != ImGuiInputSource_Keyboard)
for (ImGuiKey key : nav_keyboard_keys_to_change_source)
if (IsKeyDown(key))
g.NavInputSource = ImGuiInputSource_Keyboard;