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https://github.com/emilk/egui.git
synced 2026-09-02 23:00:04 -04:00
Fix small memory leak
Now windows that do not exist will not be able to stay in redraw requests
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@@ -125,7 +125,11 @@ impl Repaint {
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}
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// returns how long to wait until repaint
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fn end_frame(&mut self, viewport_id: u64) -> Vec<(u64, std::time::Duration)> {
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fn end_frame(
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&mut self,
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viewport_id: u64,
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viewports: Vec<u64>,
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) -> Vec<(u64, std::time::Duration)> {
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// if repaint_requests is greater than zero. just set the duration to zero for immediate
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// repaint. if there's no repaint requests, then we can use the actual repaint_after instead.
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let repaint_after = if self.repaint_requests > 0 {
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@@ -142,6 +146,8 @@ impl Repaint {
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self.requested_repaint_last_frame = repaint_after.is_zero();
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self.frame_nr += 1;
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self.repaint_after.retain(|id, _| viewports.contains(id));
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self.repaint_after
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.iter()
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.map(|(id, time)| (*id, *time))
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@@ -1301,7 +1307,18 @@ impl Context {
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}
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}
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let repaint_after = self.write(|ctx| ctx.repaint.end_frame(ctx.current_rendering_viewport));
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let mut viewports: Vec<u64> = self.read(|ctx| {
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ctx.viewports
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.iter()
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.map(|(_, (_, id, _, _, _))| *id)
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.collect()
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});
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viewports.push(0);
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let repaint_after = self.write(|ctx| {
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ctx.repaint
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.end_frame(ctx.current_rendering_viewport, viewports)
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});
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let shapes = self.drain_paint_lists();
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// This is used for,
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