Inputs: moving ImGuiInputFlags_RouteAlways into ImGuiInputFlags_RouteTypeMask_
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@ -8643,10 +8643,10 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
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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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if ((flags & ImGuiInputFlags_RouteMask_) == 0)
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if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0)
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flags |= ImGuiInputFlags_RouteGlobalHighest; // 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(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // 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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// Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
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@ -9676,7 +9676,7 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
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//IMGUI_DEBUG_LOG("Shortcut(%s, owner_id=0x%08X, flags=%X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), owner_id, flags);
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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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if ((flags & ImGuiInputFlags_RouteTypeMask_) == 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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@ -1502,10 +1502,10 @@ enum ImGuiInputFlags_
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ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
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ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
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ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobalOverFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalHighest, // _Always not part of this!
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ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobalOverFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalHighest | ImGuiInputFlags_RouteAlways,
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ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,
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ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteUnlessBgFocused,
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ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
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ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
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};
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