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TreeNode: fixed UB shifts and general tree issues when using ImGuiTreeNodeFlags_DrawLinesXXX flags and over 32 deep. (#9509)
+ fix minor typo (#9533)
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@@ -72,7 +72,7 @@ For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree
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In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
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List of Platforms Backends:
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List of Platform Backends:
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imgui_impl_android.cpp ; Android native app API
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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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@@ -55,6 +55,9 @@ Other Changes:
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- Drags, Sliders:
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- Fixed an overflow using `ImGuiSliderFlags_Logarithmic` with S32/S64 types which
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leads to clamped interactions. (#9526, #3361, #1823, #1316, #642) [@lailoken]
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- TreeNode:
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- Fixed issues/asserts with 32+ deep trees when using ImGuiTreeNodeFlags_DrawLinesXXX
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features or other features requiring stack storage. (#9509) [@lasrod]
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- Fonts:
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- Reworked `AddFontDefault()` to use `io.DisplayFrameBufferScale` as part of the heuristic
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to select `AddFontDefaultVector()` by default, effectively using ProggyForever instead of
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@@ -2692,7 +2692,7 @@ struct IMGUI_API ImGuiWindowTempData
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ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
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ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
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int TreeDepth; // Current tree depth.
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ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary.
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ImU32 TreeHasStackDataDepthMask; // Store whether given depth has ImGuiTreeNodeStackData data. Could be turned into a ImU64 if necessary. Sync any changes with TREE_NODE_MAX_DEPTH/TREE_NODE_GET_DEPTH_MASK!
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ImU32 TreeRecordsClippedNodesY2Mask; // Store whether we should keep recording Y2. Cleared when passing clip max. Equivalent TreeHasStackDataDepthMask value should always be set.
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ImVector<ImGuiWindow*> ChildWindows;
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ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
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@@ -6895,7 +6895,7 @@ bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags)
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}
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// Store ImGuiTreeNodeStackData for just submitted node.
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// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.
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// Currently only supports 32 level deep. Easy to increase to e.g. 64.
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static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1)
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{
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ImGuiContext& g = *GImGui;
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@@ -6918,6 +6918,9 @@ static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1)
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window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth);
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}
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#define TREE_NODE_MAX_DEPTH 32
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#define TREE_NODE_GET_DEPTH_MASK(_DEPTH) (((ImU32)(_DEPTH) < TREE_NODE_MAX_DEPTH) ? (1u << (_DEPTH)) : 0u)
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bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@@ -6994,7 +6997,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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if ((flags & ImGuiTreeNodeFlags_DrawLinesMask_) == 0)
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flags |= g.Style.TreeLinesFlags;
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const bool draw_tree_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) && (frame_bb.Min.y < window->ClipRect.Max.y) && (g.Style.TreeLinesSize > 0.0f);
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if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
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if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen) && window->DC.TreeDepth < TREE_NODE_MAX_DEPTH)
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{
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store_tree_node_stack_data = draw_tree_lines;
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if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) && !g.NavIdIsAlive)
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@@ -7005,12 +7008,16 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
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if (!is_visible)
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{
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if ((flags & ImGuiTreeNodeFlags_DrawLinesToNodes) && (window->DC.TreeRecordsClippedNodesY2Mask & (1 << (window->DC.TreeDepth - 1))))
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if (flags & ImGuiTreeNodeFlags_DrawLinesToNodes)
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{
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ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
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parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway.
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if (frame_bb.Min.y >= window->ClipRect.Max.y)
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window->DC.TreeRecordsClippedNodesY2Mask &= ~(1 << (window->DC.TreeDepth - 1)); // Done
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const ImU32 tree_depth_mask = TREE_NODE_GET_DEPTH_MASK(window->DC.TreeDepth - 1);
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if (window->DC.TreeRecordsClippedNodesY2Mask & tree_depth_mask)
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{
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ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
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parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway.
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if (frame_bb.Min.y >= window->ClipRect.Max.y)
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window->DC.TreeRecordsClippedNodesY2Mask &= ~tree_depth_mask; // Done
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}
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}
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if (is_open && store_tree_node_stack_data)
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TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID()
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@@ -7207,7 +7214,7 @@ void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos)
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (window->DC.TreeDepth == 0 || (window->DC.TreeHasStackDataDepthMask & (1 << (window->DC.TreeDepth - 1))) == 0)
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if ((window->DC.TreeHasStackDataDepthMask & TREE_NODE_GET_DEPTH_MASK(window->DC.TreeDepth - 1)) == 0)
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return;
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ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
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@@ -7291,8 +7298,7 @@ void ImGui::TreePop()
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Unindent();
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window->DC.TreeDepth--;
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ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);
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ImU32 tree_depth_mask = TREE_NODE_GET_DEPTH_MASK(window->DC.TreeDepth);
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if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask)
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{
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const ImGuiTreeNodeStackData* data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
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