mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-25 22:18:34 +01:00
fixed some memory management issues in MLEM.Ui
This commit is contained in:
parent
9919ee4a97
commit
e21729de67
5 changed files with 29 additions and 17 deletions
|
@ -68,6 +68,10 @@ Fixes
|
|||
- Fixed an exception when trying to force-update the area of an element without a ui system
|
||||
- Fixed the scroll bar of an empty panel being positioned incorrectly
|
||||
- Fixed UiControls maintaining old input states when input types are toggled off
|
||||
- Fixed an occasional deadlock when a game is disposed with a scrolling Panel present
|
||||
|
||||
Removals
|
||||
- Marked Element.OnDisposed as obsolete in favor of the more predictable OnRemovedFromUi
|
||||
|
||||
### MLEM.Data
|
||||
Additions
|
||||
|
|
|
@ -425,9 +425,10 @@ namespace MLEM.Ui.Elements {
|
|||
/// </summary>
|
||||
public GenericCallback OnRemovedFromUi;
|
||||
/// <summary>
|
||||
/// Event that is called when this element's <see cref="Dispose"/> method is called, which also happens in <see cref="Finalize"/>.
|
||||
/// Event that is called when this element's <see cref="Dispose"/> method is called.
|
||||
/// This event is useful for unregistering global event handlers when this object should be destroyed.
|
||||
/// </summary>
|
||||
[Obsolete("OnDisposed will be removed in a future update. To unregister custom event handlers, use OnRemovedFromUi instead.")]
|
||||
public GenericCallback OnDisposed;
|
||||
|
||||
/// <summary>
|
||||
|
@ -488,6 +489,7 @@ namespace MLEM.Ui.Elements {
|
|||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
[Obsolete("Dispose will be removed in a future update. To unregister custom event handlers, use OnRemovedFromUi instead.")]
|
||||
~Element() {
|
||||
this.Dispose();
|
||||
}
|
||||
|
@ -1098,6 +1100,7 @@ namespace MLEM.Ui.Elements {
|
|||
}
|
||||
|
||||
/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
|
||||
[Obsolete("Dispose will be removed in a future update. To unregister custom event handlers, use OnRemovedFromUi instead.")]
|
||||
public virtual void Dispose() {
|
||||
this.OnDisposed?.Invoke(this);
|
||||
GC.SuppressFinalize(this);
|
||||
|
|
|
@ -70,6 +70,13 @@ namespace MLEM.Ui.Elements {
|
|||
this.scrollOverflow = scrollOverflow;
|
||||
this.CanBeSelected = false;
|
||||
|
||||
// we dispose our render target when removing so that it doesn't cause a memory leak
|
||||
// if we're added back afterwards, it'll be recreated in ScrollSetup anyway
|
||||
this.OnRemovedFromUi += _ => {
|
||||
this.renderTarget?.Dispose();
|
||||
this.renderTarget = null;
|
||||
};
|
||||
|
||||
if (scrollOverflow) {
|
||||
this.ScrollBar = new ScrollBar(Anchor.TopRight, Vector2.Zero, 0, 0) {
|
||||
OnValueChanged = (element, value) => this.ScrollChildren(),
|
||||
|
@ -177,15 +184,6 @@ namespace MLEM.Ui.Elements {
|
|||
return base.GetElementUnderPos(position);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Dispose() {
|
||||
if (this.renderTarget != null) {
|
||||
this.renderTarget.Dispose();
|
||||
this.renderTarget = null;
|
||||
}
|
||||
base.Dispose();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
|
@ -274,11 +272,13 @@ namespace MLEM.Ui.Elements {
|
|||
|
||||
// update the render target
|
||||
var targetArea = (Rectangle) this.GetRenderTargetArea();
|
||||
if (targetArea.Width <= 0 || targetArea.Height <= 0)
|
||||
if (targetArea.Width <= 0 || targetArea.Height <= 0) {
|
||||
this.renderTarget?.Dispose();
|
||||
this.renderTarget = null;
|
||||
return;
|
||||
}
|
||||
if (this.renderTarget == null || targetArea.Width != this.renderTarget.Width || targetArea.Height != this.renderTarget.Height) {
|
||||
if (this.renderTarget != null)
|
||||
this.renderTarget.Dispose();
|
||||
this.renderTarget?.Dispose();
|
||||
this.renderTarget = targetArea.IsEmpty ? null : new RenderTarget2D(this.System.Game.GraphicsDevice, targetArea.Width, targetArea.Height);
|
||||
this.relevantChildrenDirty = true;
|
||||
}
|
||||
|
|
|
@ -27,7 +27,7 @@ namespace MLEM.Ui.Parsers {
|
|||
public static readonly ElementType[] ElementTypes =
|
||||
#if NET6_0_OR_GREATER
|
||||
Enum.GetValues<ElementType>();
|
||||
#else
|
||||
#else
|
||||
(ElementType[]) Enum.GetValues(typeof(ElementType));
|
||||
#endif
|
||||
|
||||
|
@ -145,9 +145,15 @@ namespace MLEM.Ui.Parsers {
|
|||
throw new NullReferenceException("A UI parser requires a GraphicsDevice for parsing images");
|
||||
|
||||
TextureRegion image = null;
|
||||
LoadImageAsync();
|
||||
return new Image(Anchor.AutoLeft, new Vector2(1, -1), _ => image) {
|
||||
OnDisposed = e => image?.Texture.Dispose()
|
||||
OnAddedToUi = e => {
|
||||
if (image == null)
|
||||
LoadImageAsync();
|
||||
},
|
||||
OnRemovedFromUi = e => {
|
||||
image?.Texture.Dispose();
|
||||
image = null;
|
||||
}
|
||||
};
|
||||
|
||||
async void LoadImageAsync() {
|
||||
|
|
|
@ -411,7 +411,6 @@ namespace MLEM.Graphics {
|
|||
this.indices?.Dispose();
|
||||
foreach (var buffer in this.vertexBuffers)
|
||||
buffer.Dispose();
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
||||
private Item Add(Texture2D texture, Vector2 pos, Vector2 offset, Vector2 size, float sin, float cos, Color color, Vector2 texTl, Vector2 texBr, float depth) {
|
||||
|
|
Loading…
Reference in a new issue