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ImGuiTextBuffer: Avoid heap allocation when empty.
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@ -59,6 +59,7 @@ Other Changes:
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- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f.
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- ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
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- Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143)
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- ImGuiTextBuffer: Avoid heap allocation when empty.
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- ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3,
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in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty.
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- Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects
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@ -1956,6 +1956,8 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
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#endif
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#endif
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char ImGuiTextBuffer::EmptyString[1] = { 0 };
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// Helper: Text buffer for logging/accumulating text
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void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
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{
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@ -1969,7 +1971,8 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
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return;
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}
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const int write_off = Buf.Size;
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// Add zero-terminator the first time
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const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
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const int needed_sz = write_off + len;
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if (write_off + len >= Buf.Capacity)
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{
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24
imgui.h
24
imgui.h
@ -1366,25 +1366,27 @@ struct ImGuiTextFilter
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int CountGrep;
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};
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// Helper: Text buffer for logging/accumulating text
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// Helper: Growable text buffer for logging/accumulating text
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// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
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struct ImGuiTextBuffer
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{
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ImVector<char> Buf;
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static char EmptyString[1];
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ImGuiTextBuffer() { Buf.push_back(0); }
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inline char operator[](int i) { return Buf.Data[i]; }
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const char* begin() const { return &Buf.front(); }
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const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
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int size() const { return Buf.Size - 1; }
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bool empty() { return Buf.Size <= 1; }
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void clear() { Buf.clear(); Buf.push_back(0); }
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void reserve(int capacity) { Buf.reserve(capacity); }
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const char* c_str() const { return Buf.Data; }
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ImGuiTextBuffer() { }
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inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
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const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
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const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
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int size() const { return Buf.Data ? Buf.Size - 1 : 0; }
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bool empty() { return Buf.Size <= 1; }
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void clear() { Buf.clear(); }
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void reserve(int capacity) { Buf.reserve(capacity); }
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const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
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IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
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IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
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};
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// Helper: key->value storage
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// Helper: Key->Value storage
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// Typically you don't have to worry about this since a storage is held within each Window.
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// We use it to e.g. store collapse state for a tree (Int 0/1)
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// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
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