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Viewport: Fixed minimization of main viewport leading to it being omitted from platform_io.Viewport list where the users assume it is at index 0. Fix d8ab2c1ac
. It wasn't a problem when other viewports were child of the main viewport because they would all be minimized together. (#1542)
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@ -7419,7 +7419,6 @@ static void ImGui::UpdateViewportsNewFrame()
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
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// Update main viewport with current platform position and size
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ImGuiViewportP* main_viewport = g.Viewports[0];
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IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
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IM_ASSERT(main_viewport->Window == NULL);
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@ -7461,9 +7460,6 @@ static void ImGui::UpdateViewportsNewFrame()
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const bool platform_funcs_available = (n == 0 || viewport->PlatformWindowCreated);
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if ((g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable))
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{
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if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
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viewport->PlatformWindowMinimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
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// Update Position and Size (from Platform Window to ImGui) if requested.
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// We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
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if (!viewport->PlatformWindowMinimized && platform_funcs_available)
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@ -7577,7 +7573,8 @@ static void ImGui::UpdateViewportsEndFrame()
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ImGuiViewportP* viewport = g.Viewports[i];
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viewport->LastPos = viewport->Pos;
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if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
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continue;
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if (i > 0) // Always include main viewport in the list
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continue;
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if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
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continue;
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if (i > 0)
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