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Merge branch 'features/backends_context' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # examples/example_apple_opengl2/main.mm
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@ -2827,7 +2827,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
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int ellipsis_char_count = 1;
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if (ellipsis_char == (ImWchar)-1)
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{
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ellipsis_char = (ImWchar)'.';
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ellipsis_char = font->DotChar;
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ellipsis_char_count = 3;
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}
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const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char);
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@ -4698,6 +4698,9 @@ void ImGui::EndFrame()
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CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
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}
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// Prepare the data for rendering so you can call GetDrawData()
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// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
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// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
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void ImGui::Render()
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{
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ImGuiContext& g = *GImGui;
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@ -7760,8 +7763,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
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IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
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IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
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IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
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IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
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IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
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IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
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IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
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IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
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IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
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