From 9a44d447cd29096c74e38bec917015c0ee1ffaea Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 19 Nov 2017 12:04:54 +0100 Subject: [PATCH] NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423 etc.) --- imgui.cpp | 4 +++- imgui.h | 5 +++-- imgui_internal.h | 1 - 3 files changed, 6 insertions(+), 4 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index f61823894..42a8465b1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2211,6 +2211,7 @@ void ImGui::NewFrame() IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); // Initialize on first frame if (!g.Initialized) @@ -2743,7 +2744,8 @@ void ImGui::EndFrame() { ImGuiContext& g = *GImGui; IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame() - IM_ASSERT(g.FrameCountEnded != g.FrameCount); // ImGui::EndFrame() called multiple times, or forgot to call ImGui::NewFrame() again + if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. + return; // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f) diff --git a/imgui.h b/imgui.h index 8dfc3753c..d7d62fe63 100644 --- a/imgui.h +++ b/imgui.h @@ -123,8 +123,9 @@ namespace ImGui IMGUI_API ImGuiIO& GetIO(); IMGUI_API ImGuiStyle& GetStyle(); IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame() - IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render(). - IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set. + IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data, then call your io.RenderDrawListsFn() function if set. + IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead! IMGUI_API void Shutdown(); // Demo/Debug/Info diff --git a/imgui_internal.h b/imgui_internal.h index ea2b397d6..6a5c24aa6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -786,7 +786,6 @@ namespace ImGui IMGUI_API void BringWindowToBack(ImGuiWindow* window); IMGUI_API void Initialize(); - IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead! IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void ClearActiveID();