Don't crash the editor if drawing a view fails
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01138ea05c
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@ -237,8 +237,14 @@ function core.push_clip_rect(x, y, w, h)
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w, h = r-x, b-y
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table.insert(core.clip_rect_stack, { x, y, w, h })
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renderer.set_clip_rect(x, y, w, h)
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return (#core.clip_rect_stack) - 1
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end
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function core.pop_clip_rect_to(length)
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while #core.clip_rect_stack > length do
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core.pop_clip_rect()
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end
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end
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function core.pop_clip_rect()
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table.remove(core.clip_rect_stack)
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@ -365,9 +365,13 @@ function Node:draw()
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self:draw_tabs()
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end
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local pos, size = self.active_view.position, self.active_view.size
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core.push_clip_rect(pos.x, pos.y, size.x + pos.x % 1, size.y + pos.y % 1)
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self.active_view:draw()
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core.pop_clip_rect()
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local clipstate = core.push_clip_rect(pos.x, pos.y, size.x + pos.x % 1, size.y + pos.y % 1)
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xpcall(function() self.active_view:draw() end,
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function(msg)
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love.graphics.setCanvas(nil)
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common.draw_text(style.font, { common.color "#ff0000" }, msg .. "\n" .. debug.traceback(), "left", pos.x, pos.y, size.x, size.y)
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end)
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core.pop_clip_rect_to(clipstate)
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else
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local x, y, w, h = self:get_divider_rect()
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renderer.draw_rect(x, y, w, h, style.divider)
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