| 13072 | } |
| 13073 | |
| 13074 | void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) |
| 13075 | { |
| 13076 | ImGuiContext& g = *GImGui; |
| 13077 | IM_UNUSED(filter_viewport); // Unused in master branch. |
| 13078 | int start_idx = g.WindowsFocusOrder.Size - 1; |
| 13079 | if (under_this_window != NULL) |
| 13080 | { |
| 13081 | // Aim at root window behind us, if we are in a child window that's our own root (see #4640) |
| 13082 | int offset = -1; |
| 13083 | while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) |
| 13084 | { |
| 13085 | under_this_window = under_this_window->ParentWindow; |
| 13086 | offset = 0; |
| 13087 | } |
| 13088 | start_idx = FindWindowFocusIndex(under_this_window) + offset; |
| 13089 | } |
| 13090 | for (int i = start_idx; i >= 0; i--) |
| 13091 | { |
| 13092 | // 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. |
| 13093 | ImGuiWindow* window = g.WindowsFocusOrder[i]; |
| 13094 | if (window == ignore_window || !window->WasActive) |
| 13095 | continue; |
| 13096 | if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) |
| 13097 | { |
| 13098 | FocusWindow(window, flags); |
| 13099 | return; |
| 13100 | } |
| 13101 | } |
| 13102 | FocusWindow(NULL, flags); |
| 13103 | } |
| 13104 | |
| 13105 | //----------------------------------------------------------------------------- |
| 13106 | // [SECTION] KEYBOARD/GAMEPAD NAVIGATION |
nothing calls this directly
no outgoing calls
no test coverage detected