Viewport: Fix an issue introduced on ~August 16, which would assert when viewport are disabled. Also made the DestroyPlatformWindow process more sturdy. (#1542)

This commit is contained in:
omar 2018-09-13 17:11:06 +02:00
parent f29b3b4033
commit 85a3fb3bef

View File

@ -7656,17 +7656,20 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
g.PlatformIO.Renderer_DestroyWindow(viewport);
if (viewport->CreatedPlatformWindow && g.PlatformIO.Platform_DestroyWindow)
g.PlatformIO.Platform_DestroyWindow(viewport);
viewport->CreatedPlatformWindow = false;
IM_ASSERT(viewport->RendererUserData == NULL);
IM_ASSERT(viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
IM_ASSERT(viewport->PlatformUserData == NULL);
viewport->PlatformHandle = NULL;
viewport->RendererUserData = viewport->PlatformHandle = NULL;
viewport->CreatedPlatformWindow = false;
}
void ImGui::DestroyPlatformWindows()
{
// We call the destroy window on the main viewport (index 0) to give a chance to the back-end to clear any data
// have stored in e.g. PlatformHandle.
// It is expected that the back-end stored a flag to remember that it doesn't own the window created for the
// main viewport, and won't destroy the underlying platform/renderer data.
// have stored in e.g. PlatformUserData, RendererUserData. It can be convenient for the platform back-end code to
// store something in the main viewport, in order for e.g. the mouse handling code to work in a more generic manner.
// It is expected that the back-end can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
// crashing if it doesn't have data stored.
ImGuiContext& g = *GImGui;
for (int i = 0; i < g.Viewports.Size; i++)
if (g.Viewports[i]->CreatedPlatformWindow)