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Merge remote-tracking branch 'origin/master' into docking

ocornut 1 год назад
Родитель
Сommit
36ffdd69d3
5 измененных файлов с 118 добавлено и 60 удалено
  1. 4 0
      docs/CHANGELOG.txt
  2. 76 35
      imgui.cpp
  3. 2 1
      imgui.h
  4. 21 20
      imgui_internal.h
  5. 15 4
      imgui_tables.cpp

+ 4 - 0
docs/CHANGELOG.txt

@@ -59,6 +59,10 @@ Other changes:
 - Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
   - e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
   - Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
+- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
+- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
+  on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
+- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
 - Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
   Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
 - Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]

+ 76 - 35
imgui.cpp

@@ -1523,7 +1523,7 @@ static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventT
 // - bool down:          Is the key down? use false to signify a key release.
 // - float analog_value: 0.0f..1.0f
 // IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
-// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
+// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
 void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
 {
     //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
@@ -1531,7 +1531,7 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
     if (key == ImGuiKey_None || !AppAcceptingEvents)
         return;
     ImGuiContext& g = *Ctx;
-    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
+    IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
     IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
 
     // MacOS: swap Cmd(Super) and Ctrl
@@ -1648,12 +1648,36 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
     if (!AppAcceptingEvents)
         return;
 
+    // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
+    if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
+    {
+        // Order of both statements matterns: this event will still release mouse button 1
+        mouse_button = 1;
+        if (!down)
+            MouseCtrlLeftAsRightClick = false;
+    }
+
     // Filter duplicate
     const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
     const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
     if (latest_button_down == down)
         return;
 
+    // On MacOS X: Convert Ctrl(Super)+Left click into Right-click.
+    // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us.
+    // - At this point we want from !down to down, so this is handling the initial press.
+    if (ConfigMacOSXBehaviors && mouse_button == 0 && down)
+    {
+        const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super);
+        if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper)
+        {
+            IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n");
+            MouseCtrlLeftAsRightClick = true;
+            AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again.
+            return;
+        }
+    }
+
     ImGuiInputEvent e;
     e.Type = ImGuiInputEventType_MouseButton;
     e.Source = ImGuiInputSource_Mouse;
@@ -5863,7 +5887,9 @@ void ImGui::EndChild()
         else
         {
             // Not navigable into
-            ItemAdd(bb, 0);
+            // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs.
+            // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set.
+            ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav);
 
             // But when flattened we directly reach items, adjust active layer mask accordingly
             if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
@@ -8851,6 +8877,8 @@ ImGuiID ImGui::GetID(const void* ptr_id)
 //-----------------------------------------------------------------------------
 // [SECTION] INPUTS
 //-----------------------------------------------------------------------------
+// - GetModForModKey() [Internal]
+// - FixupKeyChord() [Internal]
 // - GetKeyData() [Internal]
 // - GetKeyIndex() [Internal]
 // - GetKeyName()
@@ -8912,21 +8940,25 @@ ImGuiID ImGui::GetID(const void* ptr_id)
 // - Shortcut() [Internal]
 //-----------------------------------------------------------------------------
 
+static ImGuiKeyChord GetModForModKey(ImGuiKey key)
+{
+    if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl)
+        return ImGuiMod_Ctrl;
+    if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift)
+        return ImGuiMod_Shift;
+    if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt)
+        return ImGuiMod_Alt;
+    if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper)
+        return ImGuiMod_Super;
+    return ImGuiMod_None;
+}
+
 ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord)
 {
     // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
     ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
     if (IsModKey(key))
-    {
-        if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl)
-            key_chord |= ImGuiMod_Ctrl;
-        if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift)
-            key_chord |= ImGuiMod_Shift;
-        if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt)
-            key_chord |= ImGuiMod_Alt;
-        if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper)
-            key_chord |= ImGuiMod_Super;
-    }
+        key_chord |= GetModForModKey(key);
     return key_chord;
 }
 
@@ -8987,8 +9019,10 @@ IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
 
 const char* ImGui::GetKeyName(ImGuiKey key)
 {
+    if (key == ImGuiKey_None)
+        return "None";
 #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
-    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
+    IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
 #else
     ImGuiContext& g = *GImGui;
     if (IsLegacyKey(key))
@@ -8999,8 +9033,6 @@ const char* ImGui::GetKeyName(ImGuiKey key)
         key = (ImGuiKey)g.IO.KeyMap[key];
     }
 #endif
-    if (key == ImGuiKey_None)
-        return "None";
     if (key & ImGuiMod_Mask_)
         key = ConvertSingleModFlagToKey(key);
     if (!IsNamedKey(key))
@@ -9009,16 +9041,25 @@ const char* ImGui::GetKeyName(ImGuiKey key)
     return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
 }
 
+// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super.
+// Lifetime of return value: valid until next call to same function.
 const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord)
 {
     ImGuiContext& g = *GImGui;
-    key_chord = FixupKeyChord(key_chord);
+
+    const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+    if (IsModKey(key))
+        key_chord &= ~GetModForModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift"
     ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s",
         (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
         (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
         (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
         (key_chord & ImGuiMod_Super) ? "Super+" : "",
-        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
+        (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : "");
+    size_t len;
+    if (key == ImGuiKey_None && key_chord != 0)
+        if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+'
+            g.TempKeychordName[len - 1] = 0;
     return g.TempKeychordName;
 }
 
@@ -9159,11 +9200,11 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
 }
 
 // Current score encoding (lower is highest priority):
-//  -   0: ImGuiInputFlags_RouteGlobalHigh
+//  -   0: ImGuiInputFlags_RouteGlobalHighest
 //  -   1: ImGuiInputFlags_RouteFocused (if item active)
-//  -   2: ImGuiInputFlags_RouteGlobal
+//  -   2: ImGuiInputFlags_RouteGlobalOverFocused
 //  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
-//  - 254: ImGuiInputFlags_RouteGlobalLow
+//  - 254: ImGuiInputFlags_RouteGlobal
 //  - 255: never route
 // 'flags' should include an explicit routing policy
 static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
@@ -9193,10 +9234,10 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
         return 255;
     }
 
-    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
-    if (flags & ImGuiInputFlags_RouteGlobal)
+    // ImGuiInputFlags_RouteGlobalHighest is default, so calls without flags are not conditional
+    if (flags & ImGuiInputFlags_RouteGlobalOverFocused)
         return 2;
-    if (flags & ImGuiInputFlags_RouteGlobalLow)
+    if (flags & ImGuiInputFlags_RouteGlobal)
         return 254;
     return 0;
 }
@@ -9227,10 +9268,10 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
 bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
 {
     ImGuiContext& g = *GImGui;
-    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
-        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
+    if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0)
+        flags |= ImGuiInputFlags_RouteGlobalHighest; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
     else
-        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
+        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used
     IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None);
 
     // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
@@ -9247,7 +9288,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
     // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this?
     if (flags & ImGuiInputFlags_RouteAlways)
     {
-        IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> always\n", GetKeyChordName(key_chord), owner_id, flags);
+        IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> always, no register\n", GetKeyChordName(key_chord), owner_id, flags);
         return true;
     }
 
@@ -9266,7 +9307,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
         }
 
         // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
-        if ((flags & ImGuiInputFlags_RouteGlobalHigh) == 0 && g.ActiveIdUsingAllKeyboardKeys)
+        if ((flags & ImGuiInputFlags_RouteGlobalHighest) == 0 && g.ActiveIdUsingAllKeyboardKeys)
         {
             ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
             if (key == ImGuiKey_None)
@@ -10135,7 +10176,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
 
 ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
 {
-    if (!IsNamedKeyOrModKey(key))
+    if (!IsNamedKeyOrMod(key))
         return ImGuiKeyOwner_None;
 
     ImGuiContext& g = *GImGui;
@@ -10155,7 +10196,7 @@ ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
 // All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
 bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
 {
-    if (!IsNamedKeyOrModKey(key))
+    if (!IsNamedKeyOrMod(key))
         return true;
 
     ImGuiContext& g = *GImGui;
@@ -10189,7 +10230,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
 void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
 {
     ImGuiContext& g = *GImGui;
-    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
+    IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
     IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
     //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags);
 
@@ -10270,7 +10311,7 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
     //IMGUI_DEBUG_LOG("Shortcut(%s, owner_id=0x%08X, flags=%X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), owner_id, flags);
 
     // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
-    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
+    if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0)
         flags |= ImGuiInputFlags_RouteFocused;
 
     // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
@@ -13455,7 +13496,7 @@ static void ImGui::NavUpdateWindowing()
             g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
             g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
 
-            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
+            // Manually register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHighest in the Shortcut() calls instead would probably be correct but may have more side-effects.
             if (keyboard_next_window || keyboard_prev_window)
                 SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
         }
@@ -21648,7 +21689,7 @@ void ImGui::ShowIDStackToolWindow(bool* p_open)
     Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
     SameLine();
     TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
-    if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, ImGuiInputFlags_RouteGlobal))
+    if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, ImGuiInputFlags_RouteGlobalOverFocused))
     {
         tool->CopyToClipboardLastTime = (float)g.Time;
         char* p = g.TempBuffer.Data;

+ 2 - 1
imgui.h

@@ -28,7 +28,7 @@
 // Library Version
 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
 #define IMGUI_VERSION       "1.90.7 WIP"
-#define IMGUI_VERSION_NUM   19063
+#define IMGUI_VERSION_NUM   19065
 #define IMGUI_HAS_TABLE
 #define IMGUI_HAS_VIEWPORT          // Viewport WIP branch
 #define IMGUI_HAS_DOCK              // Docking WIP branch
@@ -2335,6 +2335,7 @@ struct ImGuiIO
     bool        MouseDownOwned[5];                  // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
     bool        MouseDownOwnedUnlessPopupClose[5];  // Track if button was clicked inside a dear imgui window.
     bool        MouseWheelRequestAxisSwap;          // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
+    bool        MouseCtrlLeftAsRightClick;          // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
     float       MouseDownDuration[5];               // Duration the mouse button has been down (0.0f == just clicked)
     float       MouseDownDurationPrev[5];           // Previous time the mouse button has been down
     ImVec2      MouseDragMaxDistanceAbs[5];         // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point

+ 21 - 20
imgui_internal.h

@@ -1508,26 +1508,27 @@ enum ImGuiInputFlags_
     // - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call will register
     //   a route and only succeed when parent window is in the focus-stack and if no-one with a higher priority
     //   is claiming the same shortcut.
-    // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute().
-    // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
+    // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute()
+    //   e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused.
+    // - Priorities: GlobalHighest > Focused (if owner is active item) > GlobalOverFocused > Focused (if in focused window) > Global.
     // - Can select only 1 policy among all available.
-    ImGuiInputFlags_RouteFocused        = 1 << 12,  // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
-    ImGuiInputFlags_RouteGlobalLow      = 1 << 13,  // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority.
-    ImGuiInputFlags_RouteGlobal         = 1 << 14,  // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this).
-    ImGuiInputFlags_RouteGlobalHigh     = 1 << 15,  // Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overriden by this)
-    ImGuiInputFlags_RouteAlways         = 1 << 16,  // Do not register route, poll keys directly.
+    ImGuiInputFlags_RouteFocused            = 1 << 12,  // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
+    ImGuiInputFlags_RouteGlobal             = 1 << 13,  // Register route globally (normal priority: unless a focused window or active item registered the route) -> recommended Global priority.
+    ImGuiInputFlags_RouteGlobalOverFocused  = 1 << 14,  // Register route globally (higher priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this).
+    ImGuiInputFlags_RouteGlobalHighest      = 1 << 15,  // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this)
+    ImGuiInputFlags_RouteAlways             = 1 << 16,  // Do not register route, poll keys directly.
     // Routing polices: extra options
-    ImGuiInputFlags_RouteUnlessBgFocused= 1 << 17,  // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
+    ImGuiInputFlags_RouteUnlessBgFocused    = 1 << 17,  // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
 
     // [Internal] Mask of which function support which flags
     ImGuiInputFlags_RepeatRateMask_             = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
     ImGuiInputFlags_RepeatUntilMask_            = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
     ImGuiInputFlags_RepeatMask_                 = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
     ImGuiInputFlags_CondMask_                   = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
-    ImGuiInputFlags_RouteMask_                  = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!
+    ImGuiInputFlags_RouteTypeMask_              = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobalOverFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalHighest | ImGuiInputFlags_RouteAlways,
     ImGuiInputFlags_SupportedByIsKeyPressed     = ImGuiInputFlags_RepeatMask_,
     ImGuiInputFlags_SupportedByIsMouseClicked   = ImGuiInputFlags_Repeat,
-    ImGuiInputFlags_SupportedByShortcut         = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
+    ImGuiInputFlags_SupportedByShortcut         = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteUnlessBgFocused,
     ImGuiInputFlags_SupportedBySetKeyOwner      = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
     ImGuiInputFlags_SupportedBySetItemKeyOwner  = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
 };
@@ -3067,8 +3068,7 @@ struct ImGuiTableInstanceData
     ImGuiTableInstanceData()    { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; }
 };
 
-// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData
-// sizeof() ~ 580 bytes + heap allocs described in TableBeginInitMemory()
+// sizeof() ~ 592 bytes + heap allocs described in TableBeginInitMemory()
 struct IMGUI_API ImGuiTable
 {
     ImGuiID                     ID;
@@ -3191,6 +3191,7 @@ struct IMGUI_API ImGuiTable
 // Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
 // - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
 // - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
+// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs.
 // sizeof() ~ 136 bytes.
 struct IMGUI_API ImGuiTableTempData
 {
@@ -3459,14 +3460,14 @@ namespace ImGui
 
     // Inputs
     // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
-    inline bool             IsNamedKey(ImGuiKey key)                                    { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
-    inline bool             IsNamedKeyOrModKey(ImGuiKey key)                            { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; }
-    inline bool             IsLegacyKey(ImGuiKey key)                                   { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
-    inline bool             IsKeyboardKey(ImGuiKey key)                                 { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }
-    inline bool             IsGamepadKey(ImGuiKey key)                                  { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
-    inline bool             IsMouseKey(ImGuiKey key)                                    { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }
-    inline bool             IsAliasKey(ImGuiKey key)                                    { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }
-    inline bool             IsModKey(ImGuiKey key)                                      { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; }
+    inline bool             IsNamedKey(ImGuiKey key)                    { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
+    inline bool             IsNamedKeyOrMod(ImGuiKey key)               { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; }
+    inline bool             IsLegacyKey(ImGuiKey key)                   { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
+    inline bool             IsKeyboardKey(ImGuiKey key)                 { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }
+    inline bool             IsGamepadKey(ImGuiKey key)                  { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
+    inline bool             IsMouseKey(ImGuiKey key)                    { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }
+    inline bool             IsAliasKey(ImGuiKey key)                    { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }
+    inline bool             IsModKey(ImGuiKey key)                      { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; }
     ImGuiKeyChord           FixupKeyChord(ImGuiKeyChord key_chord);
     inline ImGuiKey         ConvertSingleModFlagToKey(ImGuiKey key)
     {

+ 15 - 4
imgui_tables.cpp

@@ -320,6 +320,12 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
         IM_ASSERT(inner_width >= 0.0f);
 
     // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
+    // FIXME: coarse clipping because access to table data causes two issues:
+    // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
+    // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
+    // The side-effects of accessing table data on coarse clip would be:
+    // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
+    // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
     const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
     const ImVec2 avail_size = GetContentRegionAvail();
     const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
@@ -328,6 +334,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
     if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
     {
         ItemSize(outer_rect);
+        ItemAdd(outer_rect, id);
         return false;
     }
 
@@ -337,7 +344,6 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
 
     // Acquire storage for the table
     ImGuiTable* table = g.Tables.GetOrAddByKey(id);
-    const ImGuiTableFlags table_last_flags = table->Flags;
 
     // Acquire temporary buffers
     const int table_idx = g.Tables.GetIndex(table);
@@ -355,6 +361,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
     // Initialize
     const int previous_frame_active = table->LastFrameActive;
     const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
+    const ImGuiTableFlags previous_flags = table->Flags;
     table->ID = id;
     table->Flags = flags;
     table->LastFrameActive = g.FrameCount;
@@ -401,7 +408,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
             SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
 
         // Reset scroll if we are reactivating it
-        if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
+        if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
             SetNextWindowScroll(ImVec2(0.0f, 0.0f));
 
         // Create scrolling region (without border and zero window padding)
@@ -514,7 +521,7 @@ bool    ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
     if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
         inner_window->DC.CurrentTableIdx = table_idx;
 
-    if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
+    if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
         table->IsResetDisplayOrderRequest = true;
 
     // Mark as used to avoid GC
@@ -1462,7 +1469,10 @@ void    ImGui::EndTable()
     // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
     if (inner_window != outer_window)
     {
+        short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
+        inner_window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main; // So empty table don't appear to navigate differently.
         EndChild();
+        inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
     }
     else
     {
@@ -2926,6 +2936,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
     }
 
     // Write output
+    // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
     ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
     if (dirty && sort_specs != NULL)
         for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
@@ -2986,7 +2997,7 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth()
 
 // [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
 // The intent is that advanced users willing to create customized headers would not need to use this helper
-// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets.
+// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
 // See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
 // This code is constructed to not make much use of internal functions, as it is intended to be a template to copy.
 // FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.