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Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display..(#1599)
Examples: Updated examples.
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@ -10,6 +10,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplGlfwVulkan_Render() calls ImGui_ImplGlfwVulkan_RenderDrawData() itself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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@ -165,7 +166,7 @@ static void ImGui_ImplGlfwVulkan_VkResult(VkResult err)
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}
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
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void ImGui_ImplGlfwVulkan_RenderDrawData(ImDrawData* draw_data)
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{
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VkResult err;
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ImGuiIO& io = ImGui::GetIO();
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@ -778,7 +779,6 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.RenderDrawListsFn = ImGui_ImplGlfwVulkan_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
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io.SetClipboardTextFn = ImGui_ImplGlfwVulkan_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfwVulkan_GetClipboardText;
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io.ClipboardUserData = g_Window;
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@ -851,6 +851,7 @@ void ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer)
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{
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g_CommandBuffer = command_buffer;
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ImGui::Render();
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ImGui_ImplGlfwVulkan_RenderDrawData(ImGui::GetDrawData());
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g_CommandBuffer = VK_NULL_HANDLE;
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g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
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}
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