Fonts: fixed crashing password fields.

# Conflicts:
#	imgui_internal.h
This commit is contained in:
ocornut
2025-03-17 17:18:05 +01:00
parent 41517bca0c
commit cc65015e4e
4 changed files with 30 additions and 22 deletions

View File

@@ -4086,6 +4086,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
MouseCursor = ImGuiMouseCursor_Arrow; MouseCursor = ImGuiMouseCursor_Arrow;
MouseStationaryTimer = 0.0f; MouseStationaryTimer = 0.0f;
InputTextPasswordFontBackupFlags = ImFontFlags_None;
TempInputId = 0; TempInputId = 0;
memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue));
BeginMenuDepth = BeginComboDepth = 0; BeginMenuDepth = BeginComboDepth = 0;
@@ -4284,7 +4285,6 @@ void ImGui::Shutdown()
g.MenusIdSubmittedThisFrame.clear(); g.MenusIdSubmittedThisFrame.clear();
g.InputTextState.ClearFreeMemory(); g.InputTextState.ClearFreeMemory();
g.InputTextDeactivatedState.ClearFreeMemory(); g.InputTextDeactivatedState.ClearFreeMemory();
g.InputTextPasswordFont.ContainerAtlas = NULL;
g.SettingsWindows.clear(); g.SettingsWindows.clear();
g.SettingsHandlers.clear(); g.SettingsHandlers.clear();

View File

@@ -4136,7 +4136,7 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas)
} }
IM_ASSERT(atlas->FontLoaderData == NULL); IM_ASSERT(atlas->FontLoaderData == NULL);
if (atlas->FontLoader && atlas->FontLoader->LoaderInit) if (atlas->FontLoader->LoaderInit)
atlas->FontLoader->LoaderInit(atlas); atlas->FontLoader->LoaderInit(atlas);
// Create initial texture size // Create initial texture size

View File

@@ -2391,7 +2391,8 @@ struct ImGuiContext
// Widget state // Widget state
ImGuiInputTextState InputTextState; ImGuiInputTextState InputTextState;
ImGuiInputTextDeactivatedState InputTextDeactivatedState; ImGuiInputTextDeactivatedState InputTextDeactivatedState;
ImFont InputTextPasswordFont; ImFontBaked InputTextPasswordFontBackupBaked;
ImFontFlags InputTextPasswordFontBackupFlags;
ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types
int BeginMenuDepth; int BeginMenuDepth;
@@ -3112,6 +3113,7 @@ namespace ImGui
IMGUI_API void UpdateCurrentFontSize(); IMGUI_API void UpdateCurrentFontSize();
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
IMGUI_API void PushPasswordFont(); IMGUI_API void PushPasswordFont();
IMGUI_API void PopPasswordFont();
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.

View File

@@ -4314,23 +4314,29 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
void ImGui::PushPasswordFont() void ImGui::PushPasswordFont()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImFont* in_font = g.Font; ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked;
ImFontBaked* in_baked = g.FontBaked; IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0);
ImFontGlyph glyph = *in_baked->FindGlyph('*'); ImFontGlyph* glyph = g.FontBaked->FindGlyph('*');
glyph.PackId = -1; g.InputTextPasswordFontBackupFlags = g.Font->Flags;
ImFont* out_font = &g.InputTextPasswordFont; backup->FallbackGlyphIndex = g.FontBaked->FallbackGlyphIndex;
out_font->Scale = in_font->Scale; backup->FallbackAdvanceX = g.FontBaked->FallbackAdvanceX;
out_font->ContainerAtlas = in_font->ContainerAtlas; backup->IndexLookup.swap(g.FontBaked->IndexLookup);
out_font->Flags |= ImFontFlags_NoLoadGlyphs; backup->IndexAdvanceX.swap(g.FontBaked->IndexAdvanceX);
ImFontBaked* out_baked = out_font->GetFontBaked(in_baked->Size); g.Font->Flags |= ImFontFlags_NoLoadGlyphs;
IM_ASSERT(out_baked->Glyphs.Size <= 1 && out_baked->IndexAdvanceX.Size == 0 && out_baked->IndexLookup.Size == 0); g.FontBaked->FallbackGlyphIndex = g.FontBaked->Glyphs.index_from_ptr(glyph);
out_baked->Ascent = in_baked->Ascent; g.FontBaked->FallbackAdvanceX = glyph->AdvanceX;
out_baked->Descent = in_baked->Descent; }
out_baked->Glyphs.resize(0);
out_baked->Glyphs.push_back(glyph); void ImGui::PopPasswordFont()
out_baked->FallbackGlyphIndex = 0; {
out_baked->FallbackAdvanceX = glyph.AdvanceX; ImGuiContext& g = *GImGui;
PushFont(out_font); ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked;
g.Font->Flags = g.InputTextPasswordFontBackupFlags;
g.FontBaked->FallbackGlyphIndex = backup->FallbackGlyphIndex;
g.FontBaked->FallbackAdvanceX = backup->FallbackAdvanceX;
g.FontBaked->IndexLookup.swap(backup->IndexLookup);
g.FontBaked->IndexAdvanceX.swap(backup->IndexAdvanceX);
IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0);
} }
// Return false to discard a character. // Return false to discard a character.
@@ -5232,7 +5238,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (new_is_displaying_hint != is_displaying_hint) if (new_is_displaying_hint != is_displaying_hint)
{ {
if (is_password && !is_displaying_hint) if (is_password && !is_displaying_hint)
PopFont(); PopPasswordFont();
is_displaying_hint = new_is_displaying_hint; is_displaying_hint = new_is_displaying_hint;
if (is_password && !is_displaying_hint) if (is_password && !is_displaying_hint)
PushPasswordFont(); PushPasswordFont();
@@ -5423,7 +5429,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
} }
if (is_password && !is_displaying_hint) if (is_password && !is_displaying_hint)
PopFont(); PopPasswordFont();
if (is_multiline) if (is_multiline)
{ {