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Remove trailing spaces
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70975fe44d
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@ -26,10 +26,10 @@
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//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
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//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//---- Disable all of Dear ImGui or don't implement standard windows.
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//---- Disable all of Dear ImGui or don't implement standard windows.
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// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
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// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
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//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
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//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
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//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
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//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
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//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty.
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//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty.
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//---- Don't implement some functions to reduce linkage requirements.
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//---- Don't implement some functions to reduce linkage requirements.
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@ -4159,7 +4159,7 @@ void ImGui::Render()
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g.FrameCountRendered = g.FrameCount;
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g.FrameCountRendered = g.FrameCount;
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g.IO.MetricsRenderWindows = 0;
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g.IO.MetricsRenderWindows = 0;
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g.DrawDataBuilder.Clear();
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g.DrawDataBuilder.Clear();
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// Add background ImDrawList
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// Add background ImDrawList
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if (!g.BackgroundDrawList.VtxBuffer.empty())
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if (!g.BackgroundDrawList.VtxBuffer.empty())
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AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
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AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
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4
imgui.h
4
imgui.h
@ -1944,8 +1944,8 @@ struct ImDrawList
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// Primitives
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// Primitives
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// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
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// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
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// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
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// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
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// In future versions we will use textures to provide cheaper and higher-quality circles.
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// In future versions we will use textures to provide cheaper and higher-quality circles.
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// Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
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// Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
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IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
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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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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_
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ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
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ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
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ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated
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ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated
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ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on
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ImGuiButtonFlags_NoHoveredOnNav = 1 << 15, // don't report as hovered when navigated on
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ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button
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ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button
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ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button
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ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button
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ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button
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ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button
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ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
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ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
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ImGuiButtonFlags_MouseButtonShift_ = 16,
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ImGuiButtonFlags_MouseButtonShift_ = 16,
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ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
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ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
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@ -1642,7 +1642,7 @@ namespace ImGui
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IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
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// Fonts, drawing
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// Fonts, drawing
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IMGUI_API void SetCurrentFont(ImFont* font);
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IMGUI_API void SetCurrentFont(ImFont* font);
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inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
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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
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#define STB_TEXTEDIT_IMPLEMENTATION
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#define STB_TEXTEDIT_IMPLEMENTATION
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#include "imstb_textedit.h"
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#include "imstb_textedit.h"
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// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
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// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
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// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)
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// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)
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static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)
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static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)
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{
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{
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stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);
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stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);
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@ -3859,7 +3859,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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}
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// 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.
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// 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.
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// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
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// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
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// 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).
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// 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).
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bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
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bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
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if (apply_edit_back_to_user_buffer)
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if (apply_edit_back_to_user_buffer)
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