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Shortcut(): always test ownership.
- It doesn't sense to test route without ownership (which may be overrided by code not using routing) - It also wouldn't be possible to call Shortcut() with _None anyway, since successful routing sets ownership. Tangential to experiments for #7237
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18
imgui.cpp
18
imgui.cpp
@ -8406,8 +8406,6 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
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// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
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// (Conceptually this does a "Submit for next frame" + "Test for current frame".
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// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
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// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
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// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
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bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@ -8415,6 +8413,8 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
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else
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IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
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IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None);
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if (key_chord & ImGuiMod_Shortcut)
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key_chord = ConvertShortcutMod(key_chord);
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@ -8454,18 +8454,17 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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// Submit routing for NEXT frame (assuming score is sufficient)
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// FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
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ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
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const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
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//const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
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if (score < routing_data->RoutingNextScore)
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{
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routing_data->RoutingNext = routing_id;
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routing_data->RoutingNext = owner_id;
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routing_data->RoutingNextScore = (ImU8)score;
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}
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// Return routing state for CURRENT frame
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if (routing_data->RoutingCurr == routing_id)
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if (routing_data->RoutingCurr == owner_id)
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IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n");
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return routing_data->RoutingCurr == routing_id;
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return routing_data->RoutingCurr == owner_id;
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}
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// Currently unused by core (but used by tests)
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@ -9428,6 +9427,13 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
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// When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
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if ((flags & ImGuiInputFlags_RouteMask_) == 0)
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flags |= ImGuiInputFlags_RouteFocused;
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// Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
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// Effectively makes Shortcut() always input-owner aware.
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if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_None)
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owner_id = GetRoutingIdFromOwnerId(owner_id);
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// Submit route
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if (!SetShortcutRouting(key_chord, owner_id, flags))
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return false;
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@ -3210,7 +3210,7 @@ namespace ImGui
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// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
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IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
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IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
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IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0
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IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
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IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
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