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https://github.com/Drezil/imgui.git
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TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371)
Added ImPool::Contains() helper.
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@ -40,6 +40,7 @@ Other Changes:
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meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
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- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
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is being swapped with an InputText that has yet to be activated.
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- TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371)
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- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
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even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
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@ -275,7 +275,8 @@ struct IMGUI_API ImPool
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T* GetByIndex(ImPoolIdx n) { return &Data[n]; }
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ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); }
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T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); }
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void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
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bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); }
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void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
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T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; }
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void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
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void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
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@ -749,8 +750,17 @@ struct ImGuiNextWindowData
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struct ImGuiTabBarSortItem
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{
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int Index;
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float Width;
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int Index;
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float Width;
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};
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struct ImGuiTabBarRef
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{
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ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
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int IndexInMainPool;
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ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; }
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ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; }
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};
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//-----------------------------------------------------------------------------
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@ -883,8 +893,9 @@ struct ImGuiContext
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unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
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// Tab bars
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ImPool<ImGuiTabBar> TabBars;
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ImVector<ImGuiTabBar*> CurrentTabBar;
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ImPool<ImGuiTabBar> TabBars;
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ImGuiTabBar* CurrentTabBar;
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ImVector<ImGuiTabBarRef> CurrentTabBarStack;
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ImVector<ImGuiTabBarSortItem> TabSortByWidthBuffer;
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// Widget state
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@ -1246,7 +1257,7 @@ struct ImGuiItemHoveredDataBackup
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enum ImGuiTabBarFlagsPrivate_
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{
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ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node
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ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]
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ImGuiTabBarFlags_IsFocused = 1 << 21,
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ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
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};
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@ -5905,6 +5905,20 @@ static int IMGUI_CDECL TabBarSortItemComparer(const void* lhs, const void* rhs)
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return (b->Index - a->Index);
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}
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static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref)
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{
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ImGuiContext& g = *GImGui;
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return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool);
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}
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static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)
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{
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ImGuiContext& g = *GImGui;
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if (g.TabBars.Contains(tab_bar))
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return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar));
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return ImGuiTabBarRef(tab_bar);
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}
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bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
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{
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ImGuiContext& g = *GImGui;
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@ -5929,7 +5943,10 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
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if ((flags & ImGuiTabBarFlags_DockNode) == 0)
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window->IDStack.push_back(tab_bar->ID);
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g.CurrentTabBar.push_back(tab_bar);
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// Add to stack
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g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));
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g.CurrentTabBar = tab_bar;
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if (tab_bar->CurrFrameVisible == g.FrameCount)
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{
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//IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
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@ -5975,8 +5992,8 @@ void ImGui::EndTabBar()
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if (window->SkipItems)
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return;
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IM_ASSERT(!g.CurrentTabBar.empty()); // Mismatched BeginTabBar/EndTabBar
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ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
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ImGuiTabBar* tab_bar = g.CurrentTabBar;
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IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!");
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if (tab_bar->WantLayout)
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TabBarLayout(tab_bar);
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@ -5989,7 +6006,9 @@ void ImGui::EndTabBar()
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if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
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PopID();
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g.CurrentTabBar.pop_back();
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g.CurrentTabBarStack.pop_back();
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g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());
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}
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// This is called only once a frame before by the first call to ItemTab()
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@ -6356,8 +6375,8 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f
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if (g.CurrentWindow->SkipItems)
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return false;
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IM_ASSERT(g.CurrentTabBar.Size > 0 && "Needs to be called between BeginTabBar() and EndTabBar()!");
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ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
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ImGuiTabBar* tab_bar = g.CurrentTabBar;
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IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!");
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bool ret = TabItemEx(tab_bar, label, p_open, flags);
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if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
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{
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@ -6373,9 +6392,9 @@ void ImGui::EndTabItem()
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if (g.CurrentWindow->SkipItems)
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return;
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IM_ASSERT(g.CurrentTabBar.Size > 0 && "Needs to be called between BeginTabBar() and EndTabBar()!");
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ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
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IM_ASSERT(tab_bar->LastTabItemIdx >= 0 && "Needs to be called between BeginTabItem() and EndTabItem()");
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ImGuiTabBar* tab_bar = g.CurrentTabBar;
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IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!");
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IM_ASSERT(tab_bar->LastTabItemIdx >= 0);
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ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
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if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
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g.CurrentWindow->IDStack.pop_back();
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@ -6575,10 +6594,10 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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void ImGui::SetTabItemClosed(const char* label)
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{
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ImGuiContext& g = *GImGui;
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bool is_within_manual_tab_bar = (g.CurrentTabBar.Size > 0) && !(g.CurrentTabBar.back()->Flags & ImGuiTabBarFlags_DockNode);
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bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);
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if (is_within_manual_tab_bar)
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{
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ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
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ImGuiTabBar* tab_bar = g.CurrentTabBar;
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IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem()
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ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
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TabBarRemoveTab(tab_bar, tab_id);
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