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Misc: During shutdown, check that io.BackendPlatformUserData and io.BackendRendererUserData are NULL. (#7175)
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@ -72,6 +72,7 @@ Other changes:
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to allow passing through multiple widgets easily. (#3092, #5759, #787)
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- Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text
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editing. Invalid inputs not applied to value, visibly reverted after validation. (#6810, #7096)
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- Drags, Sliders, Inputs: removal of filter means that "nan" and "inf" values may be input. (#7096)
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- DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components
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width computation to better distribute the error. (#7120, #7121) [@Nahor]
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- ColorEdit4: Layout tweaks for very small sizes. (#7120, #7121)
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@ -90,6 +91,8 @@ Other changes:
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like most printf implementations. (#7016, #3466, #6846) [@codefrog2002]
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- Misc: Renamed some defines in imstb_textedit.h to avoid conflicts when using unity/jumbo builds
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on a codebase where another copy of the library is used.
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- Misc: During shutdown, check that io.BackendPlatformUserData and io.BackendRendererUserData are NULL
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in order to catch cases where backend was not shut down. (#7175)
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- Backends: GLFW, Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to
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register canvas selector and auto-resize GLFW window. (#6751) [@Traveller23, @ypujante]
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- Backends: GLFW: Fixed Windows specific hooks to use Unicode version of WndProc even when
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@ -3604,8 +3604,11 @@ void ImGui::Initialize()
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// This function is merely here to free heap allocations.
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void ImGui::Shutdown()
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{
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// The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
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ImGuiContext& g = *GImGui;
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IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?");
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IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
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// The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
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if (g.IO.Fonts && g.FontAtlasOwnedByContext)
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{
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g.IO.Fonts->Locked = false;
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