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https://github.com/Drezil/imgui.git
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Remove trailing spaces from bunch of files.
(cherry picked from commit 50e0f8d4ddf4c426f62f346c8260a927f6b7c779)
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c21fdabb43
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@ -134,9 +134,9 @@ int main(int, char**)
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// you may need to backup/reset/restore current shader using the commented lines below.
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// you may need to backup/reset/restore current shader using the commented lines below.
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//GLint last_program;
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//GLint last_program;
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//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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//glUseProgram(0);
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//glUseProgram(0);
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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@ -4,7 +4,7 @@
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// You will use those if you want to use this rendering back-end in your engine/app.
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// You will use those if you want to use this rendering back-end in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// Read comments in imgui_impl_vulkan.h.
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// Read comments in imgui_impl_vulkan.h.
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@ -194,7 +194,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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}
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}
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}
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}
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// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
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// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
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// Your real engine/app may not use them.
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// Your real engine/app may not use them.
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static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
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static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
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{
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{
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@ -26,7 +26,7 @@ void CleanupRenderTarget();
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int main(int, char**)
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int main(int, char**)
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{
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{
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// Setup SDL
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// Setup SDL
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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{
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@ -17,7 +17,7 @@
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int main(int, char**)
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int main(int, char**)
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{
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{
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// Setup SDL
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// Setup SDL
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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{
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@ -27,7 +27,7 @@
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int main(int, char**)
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int main(int, char**)
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{
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{
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// Setup SDL
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// Setup SDL
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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{
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@ -4,7 +4,7 @@
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// You will use those if you want to use this rendering back-end in your engine/app.
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// You will use those if you want to use this rendering back-end in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// Read comments in imgui_impl_vulkan.h.
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// Read comments in imgui_impl_vulkan.h.
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@ -186,7 +186,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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}
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}
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}
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}
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// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
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// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
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// Your real engine/app may not use them.
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// Your real engine/app may not use them.
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static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
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static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
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{
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{
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@ -159,9 +159,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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strcpy(g_GlslVersionString, glsl_version);
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strcpy(g_GlslVersionString, glsl_version);
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strcat(g_GlslVersionString, "\n");
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strcat(g_GlslVersionString, "\n");
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// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
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// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
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// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
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// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
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// If auto-detection fails or doesn't select the same GL loader file as used by your application,
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// If auto-detection fails or doesn't select the same GL loader file as used by your application,
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// you are likely to get a crash below.
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// you are likely to get a crash below.
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// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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const char* gl_loader = "Unknown";
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const char* gl_loader = "Unknown";
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@ -40,8 +40,8 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
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//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
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// Desktop OpenGL: attempt to detect default GL loader based on available header files.
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// Desktop OpenGL: attempt to detect default GL loader based on available header files.
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// If auto-detection fails or doesn't select the same GL loader file as used by your application,
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// If auto-detection fails or doesn't select the same GL loader file as used by your application,
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// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
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// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
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// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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@ -16,7 +16,7 @@
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// You will use those if you want to use this rendering back-end in your engine/app.
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// You will use those if you want to use this rendering back-end in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// Read comments in imgui_impl_vulkan.h.
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// Read comments in imgui_impl_vulkan.h.
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@ -16,7 +16,7 @@
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// You will use those if you want to use this rendering back-end in your engine/app.
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// You will use those if you want to use this rendering back-end in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// Read comments in imgui_impl_vulkan.h.
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// Read comments in imgui_impl_vulkan.h.
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@ -116,9 +116,9 @@ struct ImGui_ImplVulkanH_Window
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ImGui_ImplVulkanH_Frame* Frames;
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ImGui_ImplVulkanH_Frame* Frames;
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ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
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ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
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ImGui_ImplVulkanH_Window()
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ImGui_ImplVulkanH_Window()
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{
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{
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memset(this, 0, sizeof(*this));
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memset(this, 0, sizeof(*this));
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PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
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PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
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ClearEnable = true;
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ClearEnable = true;
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}
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}
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@ -2327,7 +2327,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
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float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side
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float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side
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float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis
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float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis
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if (ellipsis_char_count > 1)
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if (ellipsis_char_count > 1)
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{
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{
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// Full ellipsis size without free spacing after it.
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// Full ellipsis size without free spacing after it.
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@ -2335,7 +2335,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
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ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;
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ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;
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ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;
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ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;
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}
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}
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// We can now claim the space between pos_max.x and ellipsis_max.x
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// We can now claim the space between pos_max.x and ellipsis_max.x
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const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);
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const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);
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float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
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float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
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