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Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259)
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@ -248,7 +248,7 @@ static void CleanupVulkanWindow()
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ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
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}
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static void FrameRender(ImGui_ImplVulkanH_Window* wd)
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static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
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{
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VkResult err;
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@ -286,8 +286,8 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd)
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vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
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}
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// Record Imgui Draw Data and draw funcs into command buffer
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ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
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// Record dear imgui primitives into command buffer
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ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
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// Submit command buffer
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vkCmdEndRenderPass(fd->CommandBuffer);
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@ -456,7 +456,8 @@ int main(int, char**)
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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if (g_SwapChainRebuild)
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// Resize swap chain?
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if (g_SwapChainRebuild && g_SwapChainResizeWidth > 0 && g_SwapChainResizeHeight > 0)
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{
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g_SwapChainRebuild = false;
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ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
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@ -508,10 +509,13 @@ int main(int, char**)
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// Rendering
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ImGui::Render();
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memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
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FrameRender(wd);
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FramePresent(wd);
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ImDrawData* draw_data = ImGui::GetDrawData();
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const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
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if (!is_minimized)
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{
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FrameRender(wd, draw_data);
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FramePresent(wd);
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}
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}
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// Cleanup
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