| 12982 | } |
| 12983 | |
| 12984 | void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) |
| 12985 | { |
| 12986 | ImGuiContext& g = *GImGui; |
| 12987 | IM_UNUSED(filter_viewport); // Unused in master branch. |
| 12988 | int start_idx = g.WindowsFocusOrder.Size - 1; |
| 12989 | if (under_this_window != NULL) |
| 12990 | { |
| 12991 | // Aim at root window behind us, if we are in a child window that's our own root (see #4640) |
| 12992 | int offset = -1; |
| 12993 | while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) |
| 12994 | { |
| 12995 | under_this_window = under_this_window->ParentWindow; |
| 12996 | offset = 0; |
| 12997 | } |
| 12998 | start_idx = FindWindowFocusIndex(under_this_window) + offset; |
| 12999 | } |
| 13000 | for (int i = start_idx; i >= 0; i--) |
| 13001 | { |
| 13002 | // 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. |
| 13003 | ImGuiWindow* window = g.WindowsFocusOrder[i]; |
| 13004 | if (window == ignore_window || !window->WasActive) |
| 13005 | continue; |
| 13006 | if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) |
| 13007 | { |
| 13008 | FocusWindow(window, flags); |
| 13009 | return; |
| 13010 | } |
| 13011 | } |
| 13012 | FocusWindow(NULL, flags); |
| 13013 | } |
| 13014 | |
| 13015 | //----------------------------------------------------------------------------- |
| 13016 | // [SECTION] KEYBOARD/GAMEPAD NAVIGATION |
nothing calls this directly
no outgoing calls
no test coverage detected