mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 03:58:47 +02:00
Backends: Viewports: renamed viewport storage structures ImGuiViewportDataXXXX -> ImGui_ImplXXXX_ViewportData and locals (matching naming convention in 70c60385
)
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@ -522,25 +522,25 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataSDL2
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struct ImGui_ImplSDL2_ViewportData
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{
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SDL_Window* Window;
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Uint32 WindowID;
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bool WindowOwned;
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SDL_GLContext GLContext;
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ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
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~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
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ImGui_ImplSDL2_ViewportData() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
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~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); }
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};
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static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
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viewport->PlatformUserData = data;
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ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
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viewport->PlatformUserData = vd;
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
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ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
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// Share GL resources with main context
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bool use_opengl = (main_viewport_data->GLContext != NULL);
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@ -565,43 +565,43 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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#if SDL_HAS_ALWAYS_ON_TOP
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sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
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#endif
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data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
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data->WindowOwned = true;
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vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
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vd->WindowOwned = true;
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if (use_opengl)
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{
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data->GLContext = SDL_GL_CreateContext(data->Window);
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vd->GLContext = SDL_GL_CreateContext(vd->Window);
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SDL_GL_SetSwapInterval(0);
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}
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if (use_opengl && backup_context)
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SDL_GL_MakeCurrent(data->Window, backup_context);
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SDL_GL_MakeCurrent(vd->Window, backup_context);
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viewport->PlatformHandle = (void*)data->Window;
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viewport->PlatformHandle = (void*)vd->Window;
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#if defined(_WIN32)
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(data->Window, &info))
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if (SDL_GetWindowWMInfo(vd->Window, &info))
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viewport->PlatformHandleRaw = info.info.win.window;
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#endif
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}
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static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
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{
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if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
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if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
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{
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if (data->GLContext && data->WindowOwned)
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SDL_GL_DeleteContext(data->GLContext);
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if (data->Window && data->WindowOwned)
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SDL_DestroyWindow(data->Window);
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data->GLContext = NULL;
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data->Window = NULL;
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IM_DELETE(data);
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if (vd->GLContext && vd->WindowOwned)
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SDL_GL_DeleteContext(vd->GLContext);
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if (vd->Window && vd->WindowOwned)
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SDL_DestroyWindow(vd->Window);
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vd->GLContext = NULL;
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vd->Window = NULL;
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IM_DELETE(vd);
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}
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viewport->PlatformUserData = viewport->PlatformHandle = NULL;
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}
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static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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#if defined(_WIN32)
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HWND hwnd = (HWND)viewport->PlatformHandleRaw;
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@ -623,83 +623,83 @@ static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
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}
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#endif
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SDL_ShowWindow(data->Window);
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SDL_ShowWindow(vd->Window);
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}
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static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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int x = 0, y = 0;
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SDL_GetWindowPosition(data->Window, &x, &y);
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SDL_GetWindowPosition(vd->Window, &x, &y);
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return ImVec2((float)x, (float)y);
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}
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static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
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}
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static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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int w = 0, h = 0;
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SDL_GetWindowSize(data->Window, &w, &h);
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SDL_GetWindowSize(vd->Window, &w, &h);
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return ImVec2((float)w, (float)h);
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}
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static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
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}
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static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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SDL_SetWindowTitle(data->Window, title);
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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SDL_SetWindowTitle(vd->Window, title);
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}
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#if SDL_HAS_WINDOW_ALPHA
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static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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SDL_SetWindowOpacity(data->Window, alpha);
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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SDL_SetWindowOpacity(vd->Window, alpha);
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}
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#endif
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static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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SDL_RaiseWindow(data->Window);
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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SDL_RaiseWindow(vd->Window);
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}
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static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
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}
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static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_MINIMIZED) != 0;
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
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}
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static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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if (data->GLContext)
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SDL_GL_MakeCurrent(data->Window, data->GLContext);
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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if (vd->GLContext)
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SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
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}
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static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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if (data->GLContext)
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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if (vd->GLContext)
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{
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SDL_GL_MakeCurrent(data->Window, data->GLContext);
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SDL_GL_SwapWindow(data->Window);
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SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
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SDL_GL_SwapWindow(vd->Window);
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}
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}
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@ -709,9 +709,9 @@ static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
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#include <SDL_vulkan.h>
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static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
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{
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ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
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ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
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(void)vk_allocator;
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SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
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SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
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return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
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}
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#endif // SDL_HAS_VULKAN
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@ -748,13 +748,13 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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// Register main window handle (which is owned by the main application, not by us)
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// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
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data->Window = window;
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data->WindowID = SDL_GetWindowID(window);
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data->WindowOwned = false;
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data->GLContext = sdl_gl_context;
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main_viewport->PlatformUserData = data;
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main_viewport->PlatformHandle = data->Window;
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ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
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vd->Window = window;
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vd->WindowID = SDL_GetWindowID(window);
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vd->WindowOwned = false;
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vd->GLContext = sdl_gl_context;
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main_viewport->PlatformUserData = vd;
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main_viewport->PlatformHandle = vd->Window;
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}
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static void ImGui_ImplSDL2_ShutdownPlatformInterface()
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