From 2b7eeba143fc0303526ce8f79eb729a0b9fe29cc Mon Sep 17 00:00:00 2001 From: ocornut Date: Sat, 26 Mar 2016 15:38:52 +0100 Subject: [PATCH] Trim trailing spaces --- imgui.cpp | 38 +++++++++++++++++++------------------- imgui.h | 10 +++++----- imgui_demo.cpp | 28 ++++++++++++++-------------- imgui_draw.cpp | 24 ++++++++++++------------ imgui_internal.h | 2 +- 5 files changed, 51 insertions(+), 51 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index b5a37c0d..52348a12 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -108,7 +108,7 @@ unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height); - // TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system + // TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system // TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID' // Application main loop @@ -309,7 +309,7 @@ Button("Hello###ID"; // Label = "Hello", ID = hash of "ID" Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above) - + sprintf(buf, "My game (%f FPS)###MyGame"); Begin(buf); // Variable label, ID = hash of "MyGame" @@ -447,7 +447,7 @@ - widgets: clean up widgets internal toward exposing everything. - widgets: add disabled and read-only modes (#211) - main: considering adding EndFrame()/Init(). some constructs are awkward in the implementation because of the lack of them. - - main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows). + - main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows). - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode? - input text: add ImGuiInputTextFlags_EnterToApply? (off #218) @@ -984,7 +984,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* if ((*str & 0xf0) == 0xe0) { *out_char = 0xFFFD; // will be invalid but not end of string - if (in_text_end && in_text_end - (const char*)str < 3) return 1; + if (in_text_end && in_text_end - (const char*)str < 3) return 1; if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3; if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below c = (unsigned int)((*str++ & 0x0f) << 12); @@ -2388,7 +2388,7 @@ void ImGui::EndFrame() // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f) { - g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y); + g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y); g.OsImePosSet = g.OsImePosRequest; } @@ -3141,7 +3141,7 @@ static bool IsPopupOpen(ImGuiID id) return opened; } -// Mark popup as open (toggle toward open state). +// Mark popup as open (toggle toward open state). // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). // One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) @@ -3319,11 +3319,11 @@ void ImGui::EndPopup() } // This is a helper to handle the most simple case of associating one named popup to one given widget. -// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling +// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling // this yourself so you can store data relative to the widget that opened the popup instead of choosing different popup identifiers. // 2. If you want right-clicking on the same item to reopen the popup at new location, use the same code replacing IsItemHovered() with IsItemHoveredRect() // and passing true to the OpenPopupEx(). -// Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that +// Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that // the item isn't interactable (because it is blocked by the active popup) may useful in some situation when e.g. large canvas as one item, content of menu // driven by click position. bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) @@ -3482,7 +3482,7 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindow* ImGui::FindWindowByName(const char* name) { - // FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block + // FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block ImGuiState& g = *GImGui; ImGuiID id = ImHash(name, 0); for (int i = 0; i < g.Windows.Size; i++) @@ -3615,7 +3615,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ g.CurrentPopupStack.push_back(popup_ref); window->PopupID = popup_ref.PopupID; } - + const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1); // Process SetNextWindow***() calls @@ -3763,7 +3763,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ else { size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - g.Style.DisplaySafeAreaPadding)); - + // Handling case of auto fit window not fitting in screen on one axis, we are growing auto fit size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding. if (size_auto_fit.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)) size_auto_fit.y += style.ScrollbarSize; @@ -5637,7 +5637,7 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display label = str_id; const bool label_hide_text_after_double_hash = (label == str_id); // Only search and hide text after ## if we have passed label and ID separately, otherwise allow "##" within format string. const ImGuiID id = window->GetID(str_id); - const ImVec2 label_size = CalcTextSize(label, NULL, label_hide_text_after_double_hash); + const ImVec2 label_size = CalcTextSize(label, NULL, label_hide_text_after_double_hash); // We vertically grow up to current line height up the typical widget height. const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - padding.y); // Latch before ItemSize changes it @@ -6871,7 +6871,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f); overlay = overlay_buf; } - + ImVec2 overlay_size = CalcTextSize(overlay, NULL); if (overlay_size.x > 0.0f) RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImGuiAlign_Left|ImGuiAlign_VCenter, &bb.Min, &bb.Max); @@ -6936,7 +6936,7 @@ bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int f else *flags &= ~flags_value; } - + return pressed; } @@ -7771,7 +7771,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) if (is_editable) - g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); + g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); } else { @@ -8663,7 +8663,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha) const ImVec4 col_display(col[0], col[1], col[2], 1.0f); if (ImGui::ColorButton(col_display)) g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away! - + // Recreate our own tooltip over's ColorButton() one because we want to display correct alpha here if (ImGui::IsItemHovered()) ImGui::SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col[0], col[1], col[2], col[3], IM_F32_TO_INT8(col[0]), IM_F32_TO_INT8(col[1]), IM_F32_TO_INT8(col[2]), IM_F32_TO_INT8(col[3])); @@ -8760,7 +8760,7 @@ void ImGui::Dummy(const ImVec2& size) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(bb); ItemAdd(bb, NULL); @@ -9022,9 +9022,9 @@ void ImGui::Columns(int columns_count, const char* id, bool border) } } - // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. - ImGui::PushID(0x11223347 + (id ? 0 : columns_count)); + ImGui::PushID(0x11223347 + (id ? 0 : columns_count)); window->DC.ColumnsSetID = window->GetID(id ? id : "columns"); ImGui::PopID(); diff --git a/imgui.h b/imgui.h index 162a2aea..3b1ab1ed 100644 --- a/imgui.h +++ b/imgui.h @@ -105,7 +105,7 @@ namespace ImGui IMGUI_API ImGuiStyle& GetStyle(); IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame(). IMGUI_API void NewFrame(); - IMGUI_API void Render(); // finalize rendering data, then call your io.RenderDrawListsFn() function if set. + IMGUI_API void Render(); // finalize rendering data, then call your io.RenderDrawListsFn() function if set. IMGUI_API void Shutdown(); IMGUI_API void ShowUserGuide(); // help block IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block @@ -124,7 +124,7 @@ namespace ImGui IMGUI_API float GetContentRegionAvailWidth(); // IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates - IMGUI_API float GetWindowContentRegionWidth(); // + IMGUI_API float GetWindowContentRegionWidth(); // IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api) IMGUI_API ImVec2 GetWindowSize(); // get current window size @@ -137,7 +137,7 @@ namespace ImGui IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin() IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin() - IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin() + IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing @@ -351,7 +351,7 @@ namespace ImGui IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Popups - IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). + IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true! IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside) IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp! @@ -711,7 +711,7 @@ struct ImGuiIO // User Functions //------------------------------------------------------------------ - // Rendering function, will be called in Render(). + // Rendering function, will be called in Render(). // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer. // See example applications if you are unsure of how to implement this. void (*RenderDrawListsFn)(ImDrawData* data); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index a69374de..8d50ee8b 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -443,7 +443,7 @@ void ImGui::ShowTestWindow(bool* p_opened) static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); ImGui::Text("Password input"); - static char bufpass[64] = "password123"; + static char bufpass[64] = "password123"; ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank); @@ -454,7 +454,7 @@ void ImGui::ShowTestWindow(bool* p_opened) if (ImGui::TreeNode("Multi-line Text Input")) { static bool read_only = false; - static char text[1024*16] = + static char text[1024*16] = "/*\n" " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" " the hexadecimal encoding of one offending instruction,\n" @@ -816,7 +816,7 @@ void ImGui::ShowTestWindow(bool* p_opened) if (ImGui::TreeNode("Widgets Width")) { static float f = 0.0f; - ImGui::Text("PushItemWidth(100)"); + ImGui::Text("PushItemWidth(100)"); ImGui::SameLine(); ShowHelpMarker("Fixed width."); ImGui::PushItemWidth(100); ImGui::DragFloat("float##1", &f); @@ -996,8 +996,8 @@ void ImGui::ShowTestWindow(bool* p_opened) // Tree const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::Button("Button##1"); - ImGui::SameLine(0.0f, spacing); + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data ImGui::AlignFirstTextHeightToWidgets(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). @@ -1006,8 +1006,8 @@ void ImGui::ShowTestWindow(bool* p_opened) if (tree_opened) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data // Bullet - ImGui::Button("Button##3"); - ImGui::SameLine(0.0f, spacing); + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); ImGui::BulletText("Bullet text"); ImGui::AlignFirstTextHeightToWidgets(); @@ -1086,7 +1086,7 @@ void ImGui::ShowTestWindow(bool* p_opened) ImGui::PopStyleVar(2); float scroll_x_delta = 0.0f; ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; - ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine(); ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; if (scroll_x_delta != 0.0f) { @@ -1181,7 +1181,7 @@ void ImGui::ShowTestWindow(bool* p_opened) ImGui::Spacing(); ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); ImGui::Separator(); - // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above. + // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above. // To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here // would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus. ImGui::PushID("foo"); @@ -1396,7 +1396,7 @@ void ImGui::ShowTestWindow(bool* p_opened) ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell.\nThere's no storage of state per-cell."); if (node_opened) { - ImGui::Columns(2, "tree items"); + ImGui::Columns(2, "tree items"); ImGui::Separator(); if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn(); if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn(); @@ -1513,7 +1513,7 @@ void ImGui::ShowTestWindow(bool* p_opened) ImGui::Button("Holding me clears the\nthe keyboard capture flag"); if (ImGui::IsItemActive()) ImGui::CaptureKeyboardFromApp(false); - + ImGui::TreePop(); } @@ -1798,7 +1798,7 @@ static void ShowExampleAppCustomRendering(bool* opened) ImGui::Text("Primitives"); static float sz = 36.0f; static ImVec4 col = ImVec4(1.0f,1.0f,0.4f,1.0f); - ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); ImGui::ColorEdit3("Color", &col.x); { const ImVec2 p = ImGui::GetCursorScreenPos(); @@ -2305,7 +2305,7 @@ static void ShowExampleAppPropertyEditor(bool* opened) ImGui::AlignFirstTextHeightToWidgets(); ImGui::Text("my sailor is rich"); ImGui::NextColumn(); - if (opened) + if (opened) { static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f }; for (int i = 0; i < 8; i++) @@ -2338,7 +2338,7 @@ static void ShowExampleAppPropertyEditor(bool* opened) ImGui::TreePop(); } ImGui::PopID(); - } + } }; // Iterate dummy objects with dummy members (all the same data) diff --git a/imgui_draw.cpp b/imgui_draw.cpp index b82327c0..4ae42c31 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -202,7 +202,7 @@ void ImDrawList::UpdateTextureID() AddDrawCmd(); return; } - + // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL) @@ -702,11 +702,11 @@ static void PathBezierToCasteljau(ImVector* path, float x1, float y1, fl { float dx = x4 - x1; float dy = y4 - y1; - float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); - float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); d2 = (d2 >= 0) ? d2 : -d2; d3 = (d3 >= 0) ? d3 : -d3; - if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy)) + if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy)) { path->push_back(ImVec2(x4, y4)); } @@ -719,8 +719,8 @@ static void PathBezierToCasteljau(ImVector* path, float x1, float y1, fl float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f; float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f; - PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1); - PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1); + PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1); + PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1); } } @@ -865,14 +865,14 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, PathFill(col); } -void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments) -{ +void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments) +{ if ((col >> 24) == 0) return; - PathLineTo(pos0); - PathBezierCurveTo(cp0, cp1, pos1, num_segments); - PathStroke(col, false, thickness); + PathLineTo(pos0); + PathBezierCurveTo(cp0, cp1, pos1, num_segments); + PathStroke(col, false, thickness); } void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) @@ -1135,7 +1135,7 @@ static unsigned int stb_decompress_length(unsigned char *input); static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length); static const char* GetDefaultCompressedFontDataTTFBase85(); 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) { diff --git a/imgui_internal.h b/imgui_internal.h index 554ef885..841305ba 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -707,7 +707,7 @@ namespace ImGui IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false); - IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col); IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_existing_clip_rect = true);