ImGuiTextBuffer: Avoid heap allocation when empty.

This commit is contained in:
omar 2018-10-10 17:02:14 +02:00
parent 1efafa1d29
commit d02b11dfbd
3 changed files with 18 additions and 12 deletions

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@ -59,6 +59,7 @@ Other Changes:
- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f. - BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f.
- ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different. - ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
- Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143) - Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143)
- ImGuiTextBuffer: Avoid heap allocation when empty.
- ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3, - ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3,
in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty. in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty.
- Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects - 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
#endif #endif
#endif #endif
char ImGuiTextBuffer::EmptyString[1] = { 0 };
// Helper: Text buffer for logging/accumulating text // Helper: Text buffer for logging/accumulating text
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
{ {
@ -1969,7 +1971,8 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
return; return;
} }
const int write_off = Buf.Size; // Add zero-terminator the first time
const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
const int needed_sz = write_off + len; const int needed_sz = write_off + len;
if (write_off + len >= Buf.Capacity) if (write_off + len >= Buf.Capacity)
{ {

20
imgui.h
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@ -1366,25 +1366,27 @@ struct ImGuiTextFilter
int CountGrep; int CountGrep;
}; };
// Helper: Text buffer for logging/accumulating text // Helper: Growable text buffer for logging/accumulating text
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
struct ImGuiTextBuffer struct ImGuiTextBuffer
{ {
ImVector<char> Buf; ImVector<char> Buf;
static char EmptyString[1];
ImGuiTextBuffer() { Buf.push_back(0); } ImGuiTextBuffer() { }
inline char operator[](int i) { return Buf.Data[i]; } inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
const char* begin() const { return &Buf.front(); } const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
int size() const { return Buf.Size - 1; } int size() const { return Buf.Data ? Buf.Size - 1 : 0; }
bool empty() { return Buf.Size <= 1; } bool empty() { return Buf.Size <= 1; }
void clear() { Buf.clear(); Buf.push_back(0); } void clear() { Buf.clear(); }
void reserve(int capacity) { Buf.reserve(capacity); } void reserve(int capacity) { Buf.reserve(capacity); }
const char* c_str() const { return Buf.Data; } const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
}; };
// Helper: key->value storage // Helper: Key->Value storage
// Typically you don't have to worry about this since a storage is held within each Window. // Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1) // We use it to e.g. store collapse state for a tree (Int 0/1)
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) // This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)