Tabs to spaces

This commit is contained in:
ocornut 2015-10-30 15:57:03 +01:00
parent 980ca286fe
commit 0a23e2c832
3 changed files with 28 additions and 28 deletions

View File

@ -39,15 +39,15 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src); GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst); GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb); GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha); GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable(GL_BLEND); glEnable(GL_BLEND);
@ -110,12 +110,12 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst); glBlendFunc(last_blend_src, last_blend_dst);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
} }
@ -170,7 +170,7 @@ void ImGui_ImplGlfwGL3_CreateFontsTexture()
int width, height; int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
// Create OpenGL texture // Create OpenGL texture
glGenTextures(1, &g_FontTexture); glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -356,13 +356,13 @@ void ImGui_ImplGlfwGL3_NewFrame()
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{ {
double mouse_x, mouse_y; double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
} }
else else
{ {
io.MousePos = ImVec2(-1,-1); io.MousePos = ImVec2(-1,-1);
} }
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)

View File

@ -255,13 +255,13 @@ void ImGui_ImplGlfw_NewFrame()
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{ {
double mouse_x, mouse_y; double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
} }
else else
{ {
io.MousePos = ImVec2(-1,-1); io.MousePos = ImVec2(-1,-1);
} }
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)

View File

@ -1082,13 +1082,13 @@ static const char* GetDefaultCompressedFontDataTTFBase85();
static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
static void Decode85(const unsigned char* src, unsigned char* dst) static void Decode85(const unsigned char* src, unsigned char* dst)
{ {
while (*src) while (*src)
{ {
unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4])))); unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4]))));
dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianess. dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianess.
src += 5; src += 5;
dst += 4; dst += 4;
} }
} }
// Load embedded ProggyClean.ttf at size 13, disable oversampling // Load embedded ProggyClean.ttf at size 13, disable oversampling