InputText: Fixed password fields displaying ASCII spaces as blanks. Fixed non-ASCII space occasionally creating unnecessary empty polygons. (#2149, #515)

docking
omar 5 years ago
parent ccaec1a270
commit d284a6cffc

@ -38,6 +38,9 @@ Other Changes:
- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced
by default for standalone ColorButton.
- InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*'
glyph. (#2149, #515)
- Font: Fixed non-ASCII space occasionally creating unnecessary empty polygons.
- Demo: Added a black and white gradient to Demo>Examples>Custom Rendering.
- Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function
currently does nothing).

@ -2068,9 +2068,12 @@ struct ImFontConfig
IMGUI_API ImFontConfig();
};
// Hold rendering data for one glyph.
// (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)
struct ImFontGlyph
{
ImWchar Codepoint; // 0x0000..0xFFFF
unsigned int Codepoint : 31; // 0x0000..0xFFFF
unsigned int Visible : 1; // Flag to allow early out when rendering
float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
float X0, Y0, X1, Y1; // Glyph corners
float U0, V0, U1, V1; // Texture coordinates
@ -2265,6 +2268,7 @@ struct ImFont
IMGUI_API void GrowIndex(int new_size);
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);
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.
IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
IMGUI_API void SetFallbackChar(ImWchar c);
};

@ -1040,11 +1040,11 @@ static void ShowDemoWindowWidgets()
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
ImGui::Text("Password input");
static char bufpass[64] = "password123";
ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
static char password[64] = "password123";
ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
ImGui::InputTextWithHint("password (w/ hint)", "<password>", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
ImGui::InputTextWithHint("password (w/ hint)", "<password>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_CharsNoBlank);
ImGui::TreePop();
}
@ -3465,6 +3465,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::BeginTooltip();
ImGui::Text("Codepoint: U+%04X", base + n);
ImGui::Separator();
ImGui::Text("Visible: %d", glyph->Visible);
ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);

@ -2622,6 +2622,7 @@ void ImFont::BuildLookupTable()
for (int i = 0; i != Glyphs.Size; i++)
max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
// Build lookup table
IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
IndexAdvanceX.clear();
IndexLookup.clear();
@ -2638,7 +2639,7 @@ void ImFont::BuildLookupTable()
// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
if (FindGlyph((ImWchar)' '))
{
if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times
if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky)
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& tab_glyph = Glyphs.back();
tab_glyph = *FindGlyph((ImWchar)' ');
@ -2648,6 +2649,11 @@ void ImFont::BuildLookupTable()
IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1);
}
// Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
SetGlyphVisible((ImWchar)' ', false);
SetGlyphVisible((ImWchar)'\t', false);
// Setup fall-backs
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
for (int i = 0; i < max_codepoint + 1; i++)
@ -2655,6 +2661,12 @@ void ImFont::BuildLookupTable()
IndexAdvanceX[i] = FallbackAdvanceX;
}
void ImFont::SetGlyphVisible(ImWchar c, bool visible)
{
if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
glyph->Visible = visible ? 1 : 0;
}
void ImFont::SetFallbackChar(ImWchar c)
{
FallbackChar = c;
@ -2676,7 +2688,8 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
{
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& glyph = Glyphs.back();
glyph.Codepoint = (ImWchar)codepoint;
glyph.Codepoint = (unsigned int)codepoint;
glyph.Visible = (x0 != x1) && (y0 != y1);
glyph.X0 = x0;
glyph.Y0 = y0;
glyph.X1 = x1;
@ -2925,16 +2938,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
{
if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible)
return;
if (const ImFontGlyph* glyph = FindGlyph(c))
{
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
draw_list->PrimReserve(6, 4);
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);
}
}
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
@ -3047,13 +3058,12 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
continue;
}
float char_width = 0.0f;
if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c))
{
char_width = glyph->AdvanceX * scale;
const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
if (glyph == NULL)
continue;
// Arbitrarily assume that both space and tabs are empty glyphs as an optimization
if (c != ' ' && c != '\t')
float char_width = glyph->AdvanceX * scale;
if (glyph->Visible)
{
// 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
float x1 = x + glyph->X0 * scale;
@ -3112,8 +3122,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
}
}
}
}
x += char_width;
}

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