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Inputs: SetItemKeyOwner(): return true if ownership has been requested, which can to be checked to accurately gate further input test.
(#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
This commit is contained in:
13
imgui.cpp
13
imgui.cpp
@@ -10682,6 +10682,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
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// - SetKeyOwner(..., None) : clears owner
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// - SetKeyOwner(..., Any, !Lock) : illegal (assert)
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// - SetKeyOwner(..., Any or None, Lock) : set lock
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// Ownership is automatically released on the frame after a release, see code in UpdateKeyboardInputs().
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void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@@ -10708,30 +10709,32 @@ void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, I
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if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
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}
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// This is more or less equivalent to:
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// This is more or less equivalent to a fancier version of:
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// if (IsItemHovered() || IsItemActive())
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// SetKeyOwner(key, GetItemID());
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// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
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// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
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// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
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void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
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bool ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImGuiID id = g.LastItemData.ID;
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if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
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return;
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return false;
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if ((flags & ImGuiInputFlags_CondMask_) == 0)
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flags |= ImGuiInputFlags_CondDefault_;
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if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
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{
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IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
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SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
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return true;
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}
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return false;
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}
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void ImGui::SetItemKeyOwner(ImGuiKey key)
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bool ImGui::SetItemKeyOwner(ImGuiKey key)
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{
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SetItemKeyOwner(key, ImGuiInputFlags_None);
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return SetItemKeyOwner(key, ImGuiInputFlags_None);
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}
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// This is the only public API until we expose owner_id versions of the API as replacements.
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