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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:
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- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
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- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
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of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
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of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
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- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot]
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- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot]
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- ImDrawListSlitter, ImDrawList::ChannelsSplit(), : Fixed an issue with merging draw commands between
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- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between
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channel 0 and 1. (#2624)
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channel 0 and 1. (#2624)
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- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api,
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also this type was added in 1.71 and not advertised as a public-facing feature).
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- Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
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- Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
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(#2482, #2632) [@josiahmanson]
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(#2482, #2632) [@josiahmanson]
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- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
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- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
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3
imgui.h
3
imgui.h
@ -1822,7 +1822,8 @@ struct ImDrawListSplitter
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int _Count; // Number of active channels (1+)
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int _Count; // Number of active channels (1+)
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ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
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ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
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inline ImDrawListSplitter() { Clear(); }
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inline ImDrawListSplitter() { Clear(); }
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inline ~ImDrawListSplitter() { ClearFreeMemory(); }
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inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
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inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
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IMGUI_API void ClearFreeMemory();
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IMGUI_API void ClearFreeMemory();
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IMGUI_API void Split(ImDrawList* draw_list, int count);
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IMGUI_API void Split(ImDrawList* draw_list, int count);
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