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Debug Tools: Added io.ConfigDebugBeginReturnValueOnce / io.ConfigDebugBeginReturnValueLoop options.
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@ -81,6 +81,8 @@ Other changes:
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before and can accept the same data type. (#6183).
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- Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to
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avoid inteferences. (#5817, #6183) [@DimaKoltun]
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- Debug Tools: Added io.ConfigDebugBeginReturnValueOnce / io.ConfigDebugBeginReturnValueLoop
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options to simulate Begin/BeginChild returning false to facilitate debugging user behavior.
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- Backends: OpenGL3: Fixed restoration of a potentially deleted OpenGL program. If an active
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program was pending deletion, attempting to restore it would error. (#6220, #6224) [@Cyphall]
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- Backends: Win32: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse positions over
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24
imgui.cpp
24
imgui.cpp
@ -1230,6 +1230,8 @@ ImGuiIO::ImGuiIO()
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ConfigWindowsResizeFromEdges = true;
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ConfigWindowsMoveFromTitleBarOnly = false;
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ConfigMemoryCompactTimer = 60.0f;
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ConfigDebugBeginReturnValueOnce = false;
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ConfigDebugBeginReturnValueLoop = false;
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// Platform Functions
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// Note: Initialize() will setup default clipboard/ime handlers.
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@ -4601,6 +4603,13 @@ void ImGui::NewFrame()
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Begin("Debug##Default");
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IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
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// [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
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// allowing to validate correct Begin/End behavior in user code.
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if (g.IO.ConfigDebugBeginReturnValueLoop)
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g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
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else
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g.DebugBeginReturnValueCullDepth = -1;
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CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
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}
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@ -6735,6 +6744,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->SkipItems = skip_items;
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}
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// [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
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// (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
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if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
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{
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if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
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if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
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return false;
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}
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return !window->SkipItems;
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}
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@ -8994,7 +9012,9 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
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{
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if (g.CurrentWindowStack.Size > 1)
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{
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ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
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IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
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IM_UNUSED(window);
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while (g.CurrentWindowStack.Size > 1)
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End();
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}
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@ -13460,6 +13480,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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}
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}
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Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
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SameLine();
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MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
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TreePop();
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}
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8
imgui.h
8
imgui.h
@ -1941,6 +1941,14 @@ struct ImGuiIO
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bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
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float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
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// Debug options
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// - tools to test correct Begin/End and BeginChild/EndChild behaviors.
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// - presently Begn()/End() and BeginChild()EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
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// this is inconsistent with other BeginXXX functions and create confusion for many users.
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// - we expect to update the API eventually. In the meanwhile we provided tools to facilitate checking user-code behavior.
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bool ConfigDebugBeginReturnValueOnce; // = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
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bool ConfigDebugBeginReturnValueLoop; // = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
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//------------------------------------------------------------------
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// Platform Functions
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// (the imgui_impl_xxxx backend files are setting those up for you)
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@ -463,6 +463,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
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ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors);
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ImGui::Text("Also see Style->Rendering for rendering options.");
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ImGui::SeparatorText("Debug");
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ImGui::BeginDisabled();
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ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); // .
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ImGui::EndDisabled();
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ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover");
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ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop);
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ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
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ImGui::TreePop();
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ImGui::Spacing();
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}
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@ -1996,6 +1996,7 @@ struct ImGuiContext
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ImGuiTextIndex DebugLogIndex;
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ImU8 DebugLogClipperAutoDisableFrames;
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ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above.
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ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around.
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bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
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ImU8 DebugItemPickerMouseButton;
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ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID
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@ -2169,6 +2170,7 @@ struct ImGuiContext
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DebugLocateId = 0;
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DebugLogClipperAutoDisableFrames = 0;
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DebugLocateFrames = 0;
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DebugBeginReturnValueCullDepth = -1;
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DebugItemPickerActive = false;
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DebugItemPickerMouseButton = ImGuiMouseButton_Left;
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DebugItemPickerBreakId = 0;
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