Remove trailing spaces

This commit is contained in:
omar 2020-02-10 23:22:03 +01:00
parent 70975fe44d
commit 30bb15672d
5 changed files with 12 additions and 12 deletions

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@ -26,10 +26,10 @@
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Disable all of Dear ImGui or don't implement standard windows. //---- Disable all of Dear ImGui or don't implement standard windows.
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. // It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. //#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty. //#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements. //---- Don't implement some functions to reduce linkage requirements.

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@ -4159,7 +4159,7 @@ void ImGui::Render()
g.FrameCountRendered = g.FrameCount; g.FrameCountRendered = g.FrameCount;
g.IO.MetricsRenderWindows = 0; g.IO.MetricsRenderWindows = 0;
g.DrawDataBuilder.Clear(); g.DrawDataBuilder.Clear();
// Add background ImDrawList // Add background ImDrawList
if (!g.BackgroundDrawList.VtxBuffer.empty()) if (!g.BackgroundDrawList.VtxBuffer.empty())
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList); AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);

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@ -1944,8 +1944,8 @@ struct ImDrawList
// Primitives // Primitives
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
// In future versions we will use textures to provide cheaper and higher-quality circles. // In future versions we will use textures to provide cheaper and higher-quality circles.
// Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round

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@ -431,10 +431,10 @@ enum ImGuiButtonFlags_
ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated
ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on
ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button
ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button
ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
ImGuiButtonFlags_MouseButtonShift_ = 16, ImGuiButtonFlags_MouseButtonShift_ = 16,
ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
@ -1642,7 +1642,7 @@ namespace ImGui
IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
// Fonts, drawing // Fonts, drawing
IMGUI_API void SetCurrentFont(ImFont* font); IMGUI_API void SetCurrentFont(ImFont* font);
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }

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@ -3273,8 +3273,8 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im
#define STB_TEXTEDIT_IMPLEMENTATION #define STB_TEXTEDIT_IMPLEMENTATION
#include "imstb_textedit.h" #include "imstb_textedit.h"
// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling // stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) // the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)
static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)
{ {
stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);
@ -3859,7 +3859,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
} }
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
if (apply_edit_back_to_user_buffer) if (apply_edit_back_to_user_buffer)