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Fix panic when dragging window between monitors of different pixels_per_point
#4088
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@@ -149,6 +149,10 @@ impl PaintList { | |
/// and then later setting it using `paint_list.set(idx, cr, frame);`. | ||
#[inline(always)] | ||
pub fn set(&mut self, idx: ShapeIdx, clip_rect: Rect, shape: Shape) { | ||
if self.0.len() <= idx.0 { | ||
self.add(clip_rect, Shape::Noop); | ||
} | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This shouldn't be needed unless the user does something wrong, and even then this only works if it is exactly off-by-one There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
I experienced a panic occurring when self.0.len() was 0, and there is no problem if I use this. glow_integration and wgpu_integration must also be changed. I will add that part to this commit as well. How to reproduce panic:
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I fail to reproduce. In any case: try to find the root of the problem instead of adding defensive solutions There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. And use |
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self.0[idx.0] = ClippedShape { clip_rect, shape }; | ||
} | ||
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This will fall back to a texture atlas for the wrong pixels_per_point, which will likely look bad. The existing check is there to help users that write egui integration to find bugs in their code.
I'd rather figure out the root cause of the bug than mask it :/
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Don't worry, the texture atlas will be read for good pixel_per_point right away.
However, if you don't do this, a panic will occur before the texture atlas for a good pixel_per_point is read.
How to reproduce the panic is the same as the sequence shown above.
This also eliminates the root cause of the bug.
The root cause of another bug was fixed in #4128, so I didn't find it.