mirror of
https://github.com/shadps4-emu/ext-imgui.git
synced 2024-11-23 10:19:55 +00:00
ImFontAtlas: move implicit AddFontDefault call to Build() function + remove unnecessary asserts in backend.
This commit is contained in:
parent
2ab7f96f21
commit
95db098477
@ -157,7 +157,6 @@ void ImGui_ImplAndroid_Shutdown()
|
||||
void ImGui_ImplAndroid_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Process queued key events
|
||||
// FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue.
|
||||
|
@ -354,7 +354,6 @@ static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
|
@ -4,7 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
@ -11,7 +11,7 @@
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
@ -351,7 +351,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
|
@ -267,7 +267,6 @@ static void ImGui_ImplWin32_UpdateGamepads()
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
|
@ -7173,8 +7173,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
|
||||
IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
|
||||
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
|
||||
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
|
||||
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
|
||||
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?");
|
||||
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()");
|
||||
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
|
||||
IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
|
||||
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
|
||||
|
@ -2033,11 +2033,7 @@ void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_wid
|
||||
{
|
||||
// Build atlas on demand
|
||||
if (TexPixelsAlpha8 == NULL)
|
||||
{
|
||||
if (ConfigData.empty())
|
||||
AddFontDefault();
|
||||
Build();
|
||||
}
|
||||
|
||||
*out_pixels = TexPixelsAlpha8;
|
||||
if (out_width) *out_width = TexWidth;
|
||||
@ -2258,6 +2254,10 @@ bool ImFontAtlas::Build()
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
|
||||
// Default font is none are specified
|
||||
if (ConfigData.Size == 0)
|
||||
AddFontDefault();
|
||||
|
||||
// Select builder
|
||||
// - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
|
||||
// may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
|
||||
|
Loading…
Reference in New Issue
Block a user