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InputText: Fixed various display corruption related to swapping the underlying buffer while a input widget is active (both for writable and read-only paths). Often they would manifest when manipulating the scrollbar of a multi-line input text.

This commit is contained in:
omar 2019-02-26 12:50:44 +01:00
parent b7b82520b4
commit cf3cb7cf7e
3 changed files with 36 additions and 24 deletions

View File

@ -41,6 +41,9 @@ Other Changes:
meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
is being swapped with an InputText that has yet to be activated.
- InputText: Fixed various display corruption related to swapping the underlying buffer while
a input widget is active (both for writable and read-only paths). Often they would manifest
when manipulating the scrollbar of a multi-line input text.
- TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371)
- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
hard crashes any more, facilitating integration with scripting languages. (#1651)

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@ -572,10 +572,11 @@ struct IMGUI_API ImGuiMenuColumns
struct IMGUI_API ImGuiInputTextState
{
ImGuiID ID; // widget id owning the text state
int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format.
int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not.
ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
ImVector<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
ImVector<char> InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
int BufCapacityA; // end-user buffer capacity
float ScrollX; // horizontal scrolling/offset
ImStb::STB_TexteditState Stb; // state for stb_textedit.h

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@ -3224,7 +3224,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
if (init_make_active && g.ActiveId != id)
const bool init_state = (init_make_active || user_scroll_active);
if (init_state && g.ActiveId != id)
{
// Access state even if we don't own it yet.
state = &g.InputTextState;
@ -3237,15 +3238,16 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
memcpy(state->InitialTextA.Data, buf, buf_len + 1);
// Start edition
const int prev_len_w = state->CurLenW;
const char* buf_end = NULL;
state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.
state->TextA.resize(0);
state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then)
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);
state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
// Preserve cursor position and undo/redo stack if we come back to same widget
// FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
const bool recycle_state = (state->ID == id) && (prev_len_w == state->CurLenW);
// FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed.
const bool recycle_state = (state->ID == id);
if (recycle_state)
{
// Recycle existing cursor/selection/undo stack but clamp position
@ -3266,7 +3268,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
select_all = true;
}
if (init_make_active)
if (g.ActiveId != id && init_make_active)
{
IM_ASSERT(state && state->ID == id);
SetActiveID(id, window);
@ -3282,7 +3284,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
ClearActiveID();
// Release focus when we click outside
if (!init_make_active && io.MouseClicked[0])
if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active)
clear_active_id = true;
bool value_changed = false;
@ -3290,14 +3292,19 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
int backup_current_text_length = 0;
// When read-only we always use the live data passed to the function
if (g.ActiveId == id && is_readonly && !g.ActiveIdIsJustActivated)
// FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(
if (is_readonly && state != NULL)
{
IM_ASSERT(state != NULL);
const char* buf_end = NULL;
state->TextW.resize(buf_size + 1);
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);
state->CurLenA = (int)(buf_end - buf);
state->CursorClamp();
const bool will_render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
const bool will_render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || will_render_cursor);
if (will_render_cursor || will_render_selection)
{
const char* buf_end = NULL;
state->TextW.resize(buf_size + 1);
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);
state->CurLenA = (int)(buf_end - buf);
state->CursorClamp();
}
}
// Process mouse inputs and character inputs
@ -3516,6 +3523,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
if (!is_readonly)
{
state->TextAIsValid = true;
state->TextA.resize(state->TextW.Size * 4 + 1);
ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
}
@ -3646,11 +3654,8 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
// without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
// Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
const int buf_display_max_length = 2 * 1024 * 1024;
// Select which buffer we are going to display. We set buf to NULL to prevent accidental usage from now on.
const char* buf_display = (g.ActiveId == id && state && !is_readonly) ? state->TextA.Data : buf;
IM_ASSERT(buf_display);
buf = NULL;
const char* buf_display = NULL;
const char* buf_display_end = NULL;
// Render text. We currently only render selection when the widget is active or while scrolling.
// FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
@ -3790,9 +3795,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
}
// We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.
const int buf_display_len = state->CurLenA;
if (is_multiline || buf_display_len < buf_display_max_length)
draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + buf_display_len, 0.0f, is_multiline ? NULL : &clip_rect);
buf_display = (!is_readonly && state->TextAIsValid) ? state->TextA.Data : buf;
buf_display_end = buf_display + state->CurLenA;
if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
// Draw blinking cursor
if (render_cursor)
@ -3812,9 +3818,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
else
{
// Render text only (no selection, no cursor)
const char* buf_display_end = NULL;
buf_display = (g.ActiveId == id && !is_readonly && state->TextAIsValid) ? state->TextA.Data : buf;
if (is_multiline)
text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
else if (g.ActiveId == id)
buf_display_end = buf_display + state->CurLenA;
else
buf_display_end = buf_display + strlen(buf_display);
if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
@ -3833,7 +3841,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
// Log as text
if (g.LogEnabled && !is_password)
LogRenderedText(&draw_pos, buf_display, NULL);
LogRenderedText(&draw_pos, buf_display, buf_display_end);
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);