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@ -240,7 +240,7 @@ 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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@ -278,8 +278,8 @@ 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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@ -447,13 +447,17 @@ int main(int, char**) |
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done = true; |
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) |
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{ |
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// Note: your own application may rely on SDL_WINDOWEVENT_MINIMIZED/SDL_WINDOWEVENT_RESTORED to skip updating all-together.
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// Here ImGui_ImplSDL2_NewFrame() will set io.DisplaySize to zero which will disable rendering but let application run.
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// Please note that you can't Present into a minimized window.
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g_SwapChainResizeWidth = (int)event.window.data1; |
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g_SwapChainResizeHeight = (int)event.window.data2; |
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g_SwapChainRebuild = true; |
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} |
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} |
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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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@ -505,10 +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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