Fixed an integer overflow and div-by-zero in SliderInt() when v_max is INT_MAX (#6675, #6679)

This commit is contained in:
Johannes Barthelmes 2023-08-02 22:35:15 +02:00 committed by ocornut
parent d6d94d90bf
commit b7a7d673b9
2 changed files with 8 additions and 5 deletions

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@ -44,6 +44,9 @@ Breaking changes:
Other changes: Other changes:
- Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when
v_max=INT_MAX (#6675, #6679) [@jbarthelmes]
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.89.8 (Released 2023-08-01) VERSION 1.89.8 (Released 2023-08-01)

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@ -2772,14 +2772,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it.
// Calculate bounds // Calculate bounds
const float grab_padding = 2.0f; // FIXME: Should be part of style. const float grab_padding = 2.0f; // FIXME: Should be part of style.
const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
float grab_sz = style.GrabMinSize; float grab_sz = style.GrabMinSize;
if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows
grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
grab_sz = ImMin(grab_sz, slider_sz); grab_sz = ImMin(grab_sz, slider_sz);
const float slider_usable_sz = slider_sz - grab_sz; const float slider_usable_sz = slider_sz - grab_sz;
const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;
@ -2848,8 +2848,8 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
} }
else else
{ {
if ((v_range >= -100.0f && v_range <= 100.0f) || tweak_slow) if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow)
input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Gamepad/keyboard tweak speeds in integer steps
else else
input_delta /= 100.0f; input_delta /= 100.0f;
} }