Internals: Update ->RootWindow and other links before applying the SetNextWindowXXX stuff. This is so FocusWindow() can always assume that ->RootWindow != NULL.
diff --git a/imgui.cpp b/imgui.cpp
index 0d13896..fac9501 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -5402,6 +5402,10 @@
if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
window->NavLastIds[0] = 0;
+ // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
+ if (first_begin_of_the_frame)
+ UpdateWindowParentAndRootLinks(window, flags, parent_window);
+
// Process SetNextWindow***() calls
bool window_pos_set_by_api = false;
bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
@@ -5443,8 +5447,6 @@
{
// Initialize
const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
- UpdateWindowParentAndRootLinks(window, flags, parent_window);
-
window->Active = true;
window->HasCloseButton = (p_open != NULL);
window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
@@ -6037,8 +6039,8 @@
return;
// Move the root window to the top of the pile
- if (window->RootWindow)
- window = window->RootWindow;
+ IM_ASSERT(window->RootWindow != NULL);
+ window = window->RootWindow;
// Steal focus on active widgets
if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
@@ -7823,7 +7825,7 @@
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
//-----------------------------------------------------------------------------
-// FIXME-NAV: The existance of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,
+// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,
// and needs some explanation or serious refactoring.
void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id)
{
@@ -8295,7 +8297,8 @@
if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
- // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
+ // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
+ // (do it before we map Keyboard input!)
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (nav_gamepad_active)