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fixed some memory management issues in MLEM.Ui
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parent
9919ee4a97
commit
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5 changed files with 29 additions and 17 deletions
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@ -68,6 +68,10 @@ Fixes
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- Fixed an exception when trying to force-update the area of an element without a ui system
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- Fixed the scroll bar of an empty panel being positioned incorrectly
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- Fixed UiControls maintaining old input states when input types are toggled off
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- Fixed an occasional deadlock when a game is disposed with a scrolling Panel present
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Removals
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- Marked Element.OnDisposed as obsolete in favor of the more predictable OnRemovedFromUi
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### MLEM.Data
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Additions
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@ -425,9 +425,10 @@ namespace MLEM.Ui.Elements {
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/// </summary>
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public GenericCallback OnRemovedFromUi;
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/// <summary>
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/// Event that is called when this element's <see cref="Dispose"/> method is called, which also happens in <see cref="Finalize"/>.
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/// Event that is called when this element's <see cref="Dispose"/> method is called.
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/// This event is useful for unregistering global event handlers when this object should be destroyed.
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/// </summary>
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[Obsolete("OnDisposed will be removed in a future update. To unregister custom event handlers, use OnRemovedFromUi instead.")]
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public GenericCallback OnDisposed;
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/// <summary>
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@ -488,6 +489,7 @@ namespace MLEM.Ui.Elements {
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}
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/// <inheritdoc />
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[Obsolete("Dispose will be removed in a future update. To unregister custom event handlers, use OnRemovedFromUi instead.")]
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~Element() {
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this.Dispose();
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}
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@ -1098,6 +1100,7 @@ namespace MLEM.Ui.Elements {
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}
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/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
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[Obsolete("Dispose will be removed in a future update. To unregister custom event handlers, use OnRemovedFromUi instead.")]
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public virtual void Dispose() {
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this.OnDisposed?.Invoke(this);
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GC.SuppressFinalize(this);
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@ -70,6 +70,13 @@ namespace MLEM.Ui.Elements {
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this.scrollOverflow = scrollOverflow;
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this.CanBeSelected = false;
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// we dispose our render target when removing so that it doesn't cause a memory leak
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// if we're added back afterwards, it'll be recreated in ScrollSetup anyway
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this.OnRemovedFromUi += _ => {
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this.renderTarget?.Dispose();
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this.renderTarget = null;
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};
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if (scrollOverflow) {
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this.ScrollBar = new ScrollBar(Anchor.TopRight, Vector2.Zero, 0, 0) {
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OnValueChanged = (element, value) => this.ScrollChildren(),
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@ -177,15 +184,6 @@ namespace MLEM.Ui.Elements {
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return base.GetElementUnderPos(position);
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}
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/// <inheritdoc />
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public override void Dispose() {
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if (this.renderTarget != null) {
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this.renderTarget.Dispose();
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this.renderTarget = null;
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}
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base.Dispose();
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}
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/// <summary>
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/// Scrolls this panel's <see cref="ScrollBar"/> to the given <see cref="Element"/> in such a way that its center is positioned in the center of this panel.
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/// </summary>
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@ -274,11 +272,13 @@ namespace MLEM.Ui.Elements {
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// update the render target
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var targetArea = (Rectangle) this.GetRenderTargetArea();
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if (targetArea.Width <= 0 || targetArea.Height <= 0)
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if (targetArea.Width <= 0 || targetArea.Height <= 0) {
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this.renderTarget?.Dispose();
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this.renderTarget = null;
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return;
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}
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if (this.renderTarget == null || targetArea.Width != this.renderTarget.Width || targetArea.Height != this.renderTarget.Height) {
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if (this.renderTarget != null)
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this.renderTarget.Dispose();
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this.renderTarget?.Dispose();
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this.renderTarget = targetArea.IsEmpty ? null : new RenderTarget2D(this.System.Game.GraphicsDevice, targetArea.Width, targetArea.Height);
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this.relevantChildrenDirty = true;
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}
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@ -27,7 +27,7 @@ namespace MLEM.Ui.Parsers {
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public static readonly ElementType[] ElementTypes =
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#if NET6_0_OR_GREATER
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Enum.GetValues<ElementType>();
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#else
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#else
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(ElementType[]) Enum.GetValues(typeof(ElementType));
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#endif
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@ -145,9 +145,15 @@ namespace MLEM.Ui.Parsers {
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throw new NullReferenceException("A UI parser requires a GraphicsDevice for parsing images");
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TextureRegion image = null;
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LoadImageAsync();
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return new Image(Anchor.AutoLeft, new Vector2(1, -1), _ => image) {
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OnDisposed = e => image?.Texture.Dispose()
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OnAddedToUi = e => {
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if (image == null)
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LoadImageAsync();
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},
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OnRemovedFromUi = e => {
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image?.Texture.Dispose();
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image = null;
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}
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};
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async void LoadImageAsync() {
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@ -411,7 +411,6 @@ namespace MLEM.Graphics {
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this.indices?.Dispose();
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foreach (var buffer in this.vertexBuffers)
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buffer.Dispose();
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GC.SuppressFinalize(this);
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}
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private Item Add(Texture2D texture, Vector2 pos, Vector2 offset, Vector2 size, float sin, float cos, Color color, Vector2 texTl, Vector2 texBr, float depth) {
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