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	ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, also this type was added in 1.71 and not advertised as a public-facing feature).
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		| @@ -46,8 +46,10 @@ Other Changes: | |||||||
| - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because | - Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because | ||||||
|   of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). |   of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). | ||||||
| - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] | - ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] | ||||||
| - ImDrawListSlitter, ImDrawList::ChannelsSplit(), : Fixed an issue with merging draw commands between | - ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between | ||||||
|   channel 0 and 1. (#2624) |   channel 0 and 1. (#2624) | ||||||
|  | - ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, | ||||||
|  |   also this type was added in 1.71 and not advertised as a public-facing feature). | ||||||
| - Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. | - Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. | ||||||
|   (#2482, #2632) [@josiahmanson] |   (#2482, #2632) [@josiahmanson] | ||||||
| - Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] | - Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] | ||||||
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							| @@ -1822,7 +1822,8 @@ struct ImDrawListSplitter | |||||||
|     int                         _Count;      // Number of active channels (1+) |     int                         _Count;      // Number of active channels (1+) | ||||||
|     ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size) |     ImVector<ImDrawChannel>     _Channels;   // Draw channels (not resized down so _Count might be < Channels.Size) | ||||||
|  |  | ||||||
|     inline ImDrawListSplitter() { Clear(); } |     inline ImDrawListSplitter()  { Clear(); } | ||||||
|  |     inline ~ImDrawListSplitter() { ClearFreeMemory(); } | ||||||
|     inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame |     inline void                 Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame | ||||||
|     IMGUI_API void              ClearFreeMemory(); |     IMGUI_API void              ClearFreeMemory(); | ||||||
|     IMGUI_API void              Split(ImDrawList* draw_list, int count); |     IMGUI_API void              Split(ImDrawList* draw_list, int count); | ||||||
|   | |||||||
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