Fonts: detect if ImFontAtlasUpdateNewFrame() is not being called.

This commit is contained in:
ocornut
2025-05-22 16:32:46 +02:00
parent 9f8b4bdaf1
commit 5926c877a1
3 changed files with 16 additions and 5 deletions

View File

@@ -5211,16 +5211,24 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos)
io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
}
// FIXME-NEWATLAS-V2: If we aim to support multiple atlases used by same context: how to reach/target all atlases?
static void ImGui::UpdateTexturesNewFrame()
{
// Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count.
ImGuiContext& g = *GImGui;
const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
for (ImFontAtlas* atlas : g.FontAtlases)
{
if (atlas->OwnerContext == &g)
{
atlas->RendererHasTextures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
atlas->RendererHasTextures = has_textures;
ImFontAtlasUpdateNewFrame(atlas, g.FrameCount);
}
else
{
IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1 && "If you manage font atlases yourself you need to call ImFontAtlasUpdateNewFrame() on it.");
IM_ASSERT(atlas->RendererHasTextures == has_textures && "If you manage font atlases yourself make sure atlas->RendererHasTextures is set consistently with all contexts using it.");
}
}
}
// Build a single texture list