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NewFrame() vs Render() #36

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mattiasljungstrom opened this issue Aug 27, 2014 · 3 comments
Closed

NewFrame() vs Render() #36

mattiasljungstrom opened this issue Aug 27, 2014 · 3 comments

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@mattiasljungstrom
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First of all, thanks for this great little tool!

In my game engine I can sometimes call update() several times before I call render(). If I do this it seems like it triggers asserts in the ImGui code. Would it be possible to support this? I can code around it, but I figured it was worth mentioning.

Also, I'm using SDL2, and when I input the key mappings from SDL2 for special keys they all have very large values. This also seems to brake the internal code of ImGui. I think it assumes all key code values are between 0-255?

Thanks!

@ocornut
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ocornut commented Aug 27, 2014

Hello,
AFAIK it should work that you can call NewFrame() multiple times. This was fixed around August 16. Are you on the last version?

I have just added a duplicate NewFrame in the example code

ImGui::Begin("Foobar");
ImGui::Text("Hello");
ImGui::End();
ImGui::NewFrame();

And it worked (the "foobar" window never shows).
Which is the assert you are getting?

@ocornut
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ocornut commented Aug 27, 2014

I have create a separate issue for the keyboard problem
#37

@mattiasljungstrom
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yes, it seems like the most recent code fixes this. thanks!

tom-seddon pushed a commit to tom-seddon/imgui that referenced this issue Jan 2, 2018
Respect NoTitleBar flag when there's only one docked window.
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