When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213)
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index a4ae37f..93efabb 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -37,6 +37,7 @@
Other Changes:
+- When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap]
- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)
diff --git a/imgui.cpp b/imgui.cpp
index e25a754..dd03af7 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -5289,13 +5289,15 @@
ImGuiContext& g = *GImGui;
for (int i = g.WindowsFocusOrder.Size - 1; 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))
- {
- ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
- FocusWindow(focus_window);
- return;
- }
+ if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
+ {
+ ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
+ FocusWindow(focus_window);
+ return;
+ }
}
}
@@ -5672,6 +5674,8 @@
}
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
+// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly.
+// If you want a window to never be focused, you may use the e.g. NoInputs flag.
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{
return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
diff --git a/imgui_internal.h b/imgui_internal.h
index 0800b2a..0039d27 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -732,7 +732,7 @@
ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
- ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode?
+ ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.