Internals: maintaining focus order inside windows + only storing root windows in WindowsFocusOrder[] array. (toward #2304)
diff --git a/imgui.cpp b/imgui.cpp
index 6ce2b95..3215b9b 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -4034,7 +4034,7 @@
UpdateTabFocus();
// Mark all windows as not visible and compact unused memory.
- IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
+ IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
for (int i = 0; i != g.Windows.Size; i++)
{
@@ -5143,7 +5143,12 @@
window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
}
- g.WindowsFocusOrder.push_back(window);
+ if (!(flags & ImGuiWindowFlags_ChildWindow))
+ {
+ g.WindowsFocusOrder.push_back(window);
+ window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
+ }
+
if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
g.Windows.push_front(window); // Quite slow but rare and only once
else
@@ -6378,15 +6383,22 @@
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
+ IM_ASSERT(window == window->RootWindow);
+
+ const int cur_order = window->FocusOrder;
+ IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
if (g.WindowsFocusOrder.back() == window)
return;
- for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window
- if (g.WindowsFocusOrder[i] == window)
- {
- memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
- g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
- break;
- }
+
+ const int new_order = g.WindowsFocusOrder.Size - 1;
+ for (int n = cur_order; n < new_order; n++)
+ {
+ g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
+ g.WindowsFocusOrder[n]->FocusOrder--;
+ IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
+ }
+ g.WindowsFocusOrder[new_order] = window;
+ window->FocusOrder = (short)new_order;
}
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
@@ -6466,18 +6478,13 @@
{
ImGuiContext& g = *GImGui;
- int start_idx = g.WindowsFocusOrder.Size - 1;
- if (under_this_window != NULL)
- {
- int under_this_window_idx = FindWindowFocusIndex(under_this_window);
- if (under_this_window_idx != -1)
- start_idx = under_this_window_idx - 1;
- }
+ const int start_idx = ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 1;
for (int i = start_idx; i >= 0; i--)
{
// 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];
- if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
+ IM_ASSERT(window == window->RootWindow);
+ if (window != ignore_window && window->WasActive)
if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
{
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
@@ -9479,13 +9486,12 @@
}
}
-static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
+static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
- for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
- if (g.WindowsFocusOrder[i] == window)
- return i;
- return -1;
+ int order = window->FocusOrder;
+ IM_ASSERT(g.WindowsFocusOrder[order] == window);
+ return order;
}
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
diff --git a/imgui_internal.h b/imgui_internal.h
index c100cfc..a8c2b44 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1322,7 +1322,7 @@
// Windows state
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
- ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
+ ImVector<ImGuiWindow*> WindowsFocusOrder; // Root windows, sorted in focus order, back to front.
ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
@@ -1786,8 +1786,9 @@
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
- short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
- short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
+ short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
+ short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
+ short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
ImS8 AutoFitFramesX, AutoFitFramesY;
ImS8 AutoFitChildAxises;