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Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. (This is particularly useful for the viewport branch because we are not supporting per-viewport frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416)
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@ -89,6 +89,9 @@ Other Changes:
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- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
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- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
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- Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008).
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- Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized.
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(This is particularly useful for the viewport branch because we are not supporting per-viewport
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frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416)
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- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
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- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
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even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
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@ -15,6 +15,7 @@
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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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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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@ -313,7 +314,8 @@ void ImGui_ImplGlfw_NewFrame()
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glfwGetWindowSize(g_Window, &w, &h);
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glfwGetFramebufferSize(g_Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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// Setup time step
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double current_time = glfwGetTime();
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@ -17,6 +17,7 @@
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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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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
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@ -279,7 +280,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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SDL_GetWindowSize(window, &w, &h);
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SDL_GL_GetDrawableSize(window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
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static Uint64 frequency = SDL_GetPerformanceFrequency();
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