Remove trailing spaces from bunch of files.

(cherry picked from commit 50e0f8d4ddf4c426f62f346c8260a927f6b7c779)
This commit is contained in:
Rokas Kupstys 2019-10-15 16:20:27 +03:00 committed by omar
parent c21fdabb43
commit 6892b81578
11 changed files with 20 additions and 20 deletions

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@ -134,9 +134,9 @@ int main(int, char**)
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the commented lines below. // you may need to backup/reset/restore current shader using the commented lines below.
//GLint last_program; //GLint last_program;
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
//glUseProgram(0); //glUseProgram(0);
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());

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@ -4,7 +4,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app. // You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h. // Read comments in imgui_impl_vulkan.h.
@ -194,7 +194,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
} }
} }
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. // All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them. // Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{ {

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@ -26,7 +26,7 @@ void CleanupRenderTarget();
int main(int, char**) int main(int, char**)
{ {
// Setup SDL // Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{ {

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@ -17,7 +17,7 @@
int main(int, char**) int main(int, char**)
{ {
// Setup SDL // Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{ {

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@ -27,7 +27,7 @@
int main(int, char**) int main(int, char**)
{ {
// Setup SDL // Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{ {

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@ -4,7 +4,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app. // You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h. // Read comments in imgui_impl_vulkan.h.
@ -186,7 +186,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
} }
} }
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. // All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them. // Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{ {

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@ -159,9 +159,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
strcpy(g_GlslVersionString, glsl_version); strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n"); strcat(g_GlslVersionString, "\n");
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected. // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it! // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
// If auto-detection fails or doesn't select the same GL loader file as used by your application, // If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash below. // you are likely to get a crash below.
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
const char* gl_loader = "Unknown"; const char* gl_loader = "Unknown";

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@ -40,8 +40,8 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Desktop OpenGL: attempt to detect default GL loader based on available header files. // Desktop OpenGL: attempt to detect default GL loader based on available header files.
// If auto-detection fails or doesn't select the same GL loader file as used by your application, // If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). // you are likely to get a crash in ImGui_ImplOpenGL3_Init().
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \

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@ -16,7 +16,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app. // You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h. // Read comments in imgui_impl_vulkan.h.

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@ -16,7 +16,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app. // You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h. // Read comments in imgui_impl_vulkan.h.
@ -116,9 +116,9 @@ struct ImGui_ImplVulkanH_Window
ImGui_ImplVulkanH_Frame* Frames; ImGui_ImplVulkanH_Frame* Frames;
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
ImGui_ImplVulkanH_Window() ImGui_ImplVulkanH_Window()
{ {
memset(this, 0, sizeof(*this)); memset(this, 0, sizeof(*this));
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
ClearEnable = true; ClearEnable = true;
} }

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@ -2327,7 +2327,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side
float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis
if (ellipsis_char_count > 1) if (ellipsis_char_count > 1)
{ {
// Full ellipsis size without free spacing after it. // Full ellipsis size without free spacing after it.
@ -2335,7 +2335,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;
ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;
} }
// We can now claim the space between pos_max.x and ellipsis_max.x // We can now claim the space between pos_max.x and ellipsis_max.x
const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);
float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;