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	Misc: Bunch of code formatting changes suggested by a pass running 'astyle'
This commit is contained in:
		| @@ -509,7 +509,8 @@ bool    ImGui_ImplDX12_CreateDeviceObjects() | |||||||
|         psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; |         psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; | ||||||
|  |  | ||||||
|         // Create the input layout |         // Create the input layout | ||||||
|         static D3D12_INPUT_ELEMENT_DESC local_layout[] = { |         static D3D12_INPUT_ELEMENT_DESC local_layout[] = | ||||||
|  |         { | ||||||
|             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | ||||||
|             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | ||||||
|             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | ||||||
|   | |||||||
| @@ -3293,8 +3293,8 @@ void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, Im | |||||||
|         pos -= offset; |         pos -= offset; | ||||||
|         const ImTextureID tex_id = font_atlas->TexID; |         const ImTextureID tex_id = font_atlas->TexID; | ||||||
|         draw_list->PushTextureID(tex_id); |         draw_list->PushTextureID(tex_id); | ||||||
|         draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow); |         draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale,    uv[2], uv[3], col_shadow); | ||||||
|         draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow); |         draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale,    uv[2], uv[3], col_shadow); | ||||||
|         draw_list->AddImage(tex_id, pos,                        pos + size * scale,                     uv[2], uv[3], col_border); |         draw_list->AddImage(tex_id, pos,                        pos + size * scale,                     uv[2], uv[3], col_border); | ||||||
|         draw_list->AddImage(tex_id, pos,                        pos + size * scale,                     uv[0], uv[1], col_fill); |         draw_list->AddImage(tex_id, pos,                        pos + size * scale,                     uv[0], uv[1], col_fill); | ||||||
|         draw_list->PopTextureID(); |         draw_list->PopTextureID(); | ||||||
|   | |||||||
| @@ -362,9 +362,9 @@ static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) | |||||||
| static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)  { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } | static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)  { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } | ||||||
| static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)          { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } | static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)          { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } | ||||||
| static inline float  ImSaturate(float f)                                        { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } | static inline float  ImSaturate(float f)                                        { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } | ||||||
| static inline float  ImLengthSqr(const ImVec2& lhs)                             { return lhs.x*lhs.x + lhs.y*lhs.y; } | static inline float  ImLengthSqr(const ImVec2& lhs)                             { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } | ||||||
| static inline float  ImLengthSqr(const ImVec4& lhs)                             { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } | static inline float  ImLengthSqr(const ImVec4& lhs)                             { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } | ||||||
| static inline float  ImInvLength(const ImVec2& lhs, float fail_value)           { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } | static inline float  ImInvLength(const ImVec2& lhs, float fail_value)           { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } | ||||||
| static inline float  ImFloor(float f)                                           { return (float)(int)(f); } | static inline float  ImFloor(float f)                                           { return (float)(int)(f); } | ||||||
| static inline ImVec2 ImFloor(const ImVec2& v)                                   { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } | static inline ImVec2 ImFloor(const ImVec2& v)                                   { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } | ||||||
| static inline int    ImModPositive(int a, int b)                                { return (a + b) % b; } | static inline int    ImModPositive(int a, int b)                                { return (a + b) % b; } | ||||||
|   | |||||||
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