mirror of https://github.com/ocornut/imgui
InputText: Fixed password fields displaying ASCII spaces as blanks. Fixed non-ASCII space occasionally creating unnecessary empty polygons. (#2149, #515)
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@ -38,6 +38,9 @@ Other Changes:
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- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced
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by default for standalone ColorButton.
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- InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*'
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glyph. (#2149, #515)
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- Font: Fixed non-ASCII space occasionally creating unnecessary empty polygons.
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- Demo: Added a black and white gradient to Demo>Examples>Custom Rendering.
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- Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function
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currently does nothing).
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6
imgui.h
6
imgui.h
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@ -2068,9 +2068,12 @@ struct ImFontConfig
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IMGUI_API ImFontConfig();
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};
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// Hold rendering data for one glyph.
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// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
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struct ImFontGlyph
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{
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ImWchar Codepoint; // 0x0000..0xFFFF
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unsigned int Codepoint : 31; // 0x0000..0xFFFF
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unsigned int Visible : 1; // Flag to allow early out when rendering
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float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
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float X0, Y0, X1, Y1; // Glyph corners
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float U0, V0, U1, V1; // Texture coordinates
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@ -2265,6 +2268,7 @@ struct ImFont
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IMGUI_API void GrowIndex(int new_size);
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IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
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IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
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IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
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IMGUI_API void SetFallbackChar(ImWchar c);
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};
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@ -1040,11 +1040,11 @@ static void ShowDemoWindowWidgets()
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static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
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ImGui::Text("Password input");
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static char bufpass[64] = "password123";
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ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
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static char password[64] = "password123";
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ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
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ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
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ImGui::InputTextWithHint("password (w/ hint)", "<password>", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
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ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
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ImGui::InputTextWithHint("password (w/ hint)", "<password>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
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ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_CharsNoBlank);
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ImGui::TreePop();
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}
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@ -3465,6 +3465,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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ImGui::BeginTooltip();
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ImGui::Text("Codepoint: U+%04X", base + n);
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ImGui::Separator();
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ImGui::Text("Visible: %d", glyph->Visible);
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ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
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ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
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ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
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144
imgui_draw.cpp
144
imgui_draw.cpp
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@ -2622,6 +2622,7 @@ void ImFont::BuildLookupTable()
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for (int i = 0; i != Glyphs.Size; i++)
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max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
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// Build lookup table
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IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
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IndexAdvanceX.clear();
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IndexLookup.clear();
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@ -2638,7 +2639,7 @@ void ImFont::BuildLookupTable()
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// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
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if (FindGlyph((ImWchar)' '))
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{
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if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times
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if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky)
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Glyphs.resize(Glyphs.Size + 1);
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ImFontGlyph& tab_glyph = Glyphs.back();
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tab_glyph = *FindGlyph((ImWchar)' ');
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@ -2648,6 +2649,11 @@ void ImFont::BuildLookupTable()
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IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1);
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}
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// Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
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SetGlyphVisible((ImWchar)' ', false);
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SetGlyphVisible((ImWchar)'\t', false);
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// Setup fall-backs
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FallbackGlyph = FindGlyphNoFallback(FallbackChar);
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FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
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for (int i = 0; i < max_codepoint + 1; i++)
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@ -2655,6 +2661,12 @@ void ImFont::BuildLookupTable()
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IndexAdvanceX[i] = FallbackAdvanceX;
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}
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void ImFont::SetGlyphVisible(ImWchar c, bool visible)
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{
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if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
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glyph->Visible = visible ? 1 : 0;
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}
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void ImFont::SetFallbackChar(ImWchar c)
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{
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FallbackChar = c;
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@ -2676,7 +2688,8 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
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{
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Glyphs.resize(Glyphs.Size + 1);
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ImFontGlyph& glyph = Glyphs.back();
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glyph.Codepoint = (ImWchar)codepoint;
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glyph.Codepoint = (unsigned int)codepoint;
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glyph.Visible = (x0 != x1) && (y0 != y1);
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glyph.X0 = x0;
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glyph.Y0 = y0;
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glyph.X1 = x1;
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@ -2925,16 +2938,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
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void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
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{
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if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
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const ImFontGlyph* glyph = FindGlyph(c);
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if (!glyph || !glyph->Visible)
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return;
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if (const ImFontGlyph* glyph = FindGlyph(c))
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{
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float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
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pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
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pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
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draw_list->PrimReserve(6, 4);
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draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
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}
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float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
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pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
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pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
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draw_list->PrimReserve(6, 4);
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draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
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}
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void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
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@ -3047,73 +3058,70 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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continue;
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}
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float char_width = 0.0f;
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if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c))
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const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
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if (glyph == NULL)
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continue;
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float char_width = glyph->AdvanceX * scale;
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if (glyph->Visible)
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{
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char_width = glyph->AdvanceX * scale;
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// Arbitrarily assume that both space and tabs are empty glyphs as an optimization
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if (c != ' ' && c != '\t')
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// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
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float x1 = x + glyph->X0 * scale;
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float x2 = x + glyph->X1 * scale;
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float y1 = y + glyph->Y0 * scale;
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float y2 = y + glyph->Y1 * scale;
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if (x1 <= clip_rect.z && x2 >= clip_rect.x)
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{
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// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
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float x1 = x + glyph->X0 * scale;
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float x2 = x + glyph->X1 * scale;
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float y1 = y + glyph->Y0 * scale;
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float y2 = y + glyph->Y1 * scale;
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if (x1 <= clip_rect.z && x2 >= clip_rect.x)
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// Render a character
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float u1 = glyph->U0;
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float v1 = glyph->V0;
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float u2 = glyph->U1;
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float v2 = glyph->V1;
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// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
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if (cpu_fine_clip)
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{
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// Render a character
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float u1 = glyph->U0;
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float v1 = glyph->V0;
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float u2 = glyph->U1;
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float v2 = glyph->V1;
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// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
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if (cpu_fine_clip)
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if (x1 < clip_rect.x)
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{
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if (x1 < clip_rect.x)
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{
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u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
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x1 = clip_rect.x;
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}
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if (y1 < clip_rect.y)
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{
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v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
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y1 = clip_rect.y;
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}
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if (x2 > clip_rect.z)
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{
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u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
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x2 = clip_rect.z;
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}
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if (y2 > clip_rect.w)
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{
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v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
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y2 = clip_rect.w;
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}
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if (y1 >= y2)
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{
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x += char_width;
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continue;
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}
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u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
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x1 = clip_rect.x;
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}
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// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
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if (y1 < clip_rect.y)
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{
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idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
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idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
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vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
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vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
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vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
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vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
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vtx_write += 4;
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vtx_current_idx += 4;
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idx_write += 6;
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v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
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y1 = clip_rect.y;
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}
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if (x2 > clip_rect.z)
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{
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u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
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x2 = clip_rect.z;
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}
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if (y2 > clip_rect.w)
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{
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v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
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y2 = clip_rect.w;
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}
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if (y1 >= y2)
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{
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x += char_width;
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continue;
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}
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}
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// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
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{
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idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
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idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
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vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
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vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
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vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
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vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
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vtx_write += 4;
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vtx_current_idx += 4;
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idx_write += 6;
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}
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}
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}
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x += char_width;
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}
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