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@ -40,14 +40,14 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
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al_get_blender(&op, &src, &dst);
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al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
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static ImVector<ImDrawVertAllegro> vertices;
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vertices.resize(cmd_list->VtxBuffer.size());
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for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
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for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
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{
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const ImDrawVert &dv = cmd_list->VtxBuffer[i];
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ImDrawVertAllegro v;
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@ -62,18 +62,18 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
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// You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices
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static ImVector<int> indices;
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indices.resize(cmd_list->IdxBuffer.size());
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for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
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for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
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indices[i] = (int)cmd_list->IdxBuffer.Data[i];
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int idx_offset = 0;
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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if (pcmd->UserCallback)
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{
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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else
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{
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ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
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al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y);
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@ -104,11 +104,11 @@ bool Imgui_ImplA5_CreateDeviceObjects()
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ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
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al_set_new_bitmap_flags(flags);
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al_set_new_bitmap_format(fmt);
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if (!img)
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if (!img)
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return false;
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ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
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if (!locked_img)
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if (!locked_img)
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{
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al_destroy_bitmap(img);
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return false;
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@ -119,7 +119,7 @@ bool Imgui_ImplA5_CreateDeviceObjects()
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// Convert software texture to hardware texture.
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ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
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al_destroy_bitmap(img);
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if (!cloned_img)
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if (!cloned_img)
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return false;
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// Store our identifier
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@ -137,7 +137,7 @@ bool Imgui_ImplA5_CreateDeviceObjects()
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void ImGui_ImplA5_InvalidateDeviceObjects()
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{
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if (g_Texture)
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if (g_Texture)
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{
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al_destroy_bitmap(g_Texture);
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ImGui::GetIO().Fonts->TexID = NULL;
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@ -153,11 +153,11 @@ void ImGui_ImplA5_InvalidateDeviceObjects()
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bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
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{
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g_Display = display;
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// Create custom vertex declaration.
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// Create custom vertex declaration.
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// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
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// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
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ALLEGRO_VERTEX_ELEMENT elems[] =
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ALLEGRO_VERTEX_ELEMENT elems[] =
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{
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{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) },
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{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) },
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@ -205,13 +205,13 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
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{
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ImGuiIO &io = ImGui::GetIO();
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switch (ev->type)
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switch (ev->type)
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{
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case ALLEGRO_EVENT_MOUSE_AXES:
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io.MouseWheel += ev->mouse.dz;
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return true;
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case ALLEGRO_EVENT_KEY_CHAR:
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if (ev->keyboard.display == g_Display)
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if (ev->keyboard.display == g_Display)
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if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
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io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
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return true;
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@ -227,7 +227,7 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
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void ImGui_ImplA5_NewFrame()
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{
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if (!g_Texture)
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if (!g_Texture)
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Imgui_ImplA5_CreateDeviceObjects();
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ImGuiIO &io = ImGui::GetIO();
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@ -251,12 +251,12 @@ void ImGui_ImplA5_NewFrame()
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io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
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ALLEGRO_MOUSE_STATE mouse;
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if (keys.display == g_Display)
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if (keys.display == g_Display)
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{
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al_get_mouse_state(&mouse);
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io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
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}
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else
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else
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{
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io.MousePos = ImVec2(-1, -1);
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}
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@ -9,7 +9,7 @@
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int main(int, char**)
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{
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// Setup Allegro
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// Setup Allegro
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al_init();
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al_install_keyboard();
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al_install_mouse();
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@ -41,7 +41,7 @@ int main(int, char**)
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// Main loop
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bool running = true;
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while (running)
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while (running)
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{
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ALLEGRO_EVENT ev;
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while (al_get_next_event(queue, &ev))
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@ -70,7 +70,7 @@ int main(int, char**)
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}
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// 2. Show another simple window, this time using an explicit Begin/End pair
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if (show_another_window)
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if (show_another_window)
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{
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ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver);
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ImGui::Begin("Another Window", &show_another_window);
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@ -79,7 +79,7 @@ int main(int, char**)
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}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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if (show_test_window)
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if (show_test_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
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ImGui::ShowTestWindow(&show_test_window);
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@ -21,7 +21,7 @@ void CreateRenderTarget()
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g_pSwapChain->GetDesc(&sd);
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// Create the render target
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ID3D10Texture2D* pBackBuffer;
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ID3D10Texture2D* pBackBuffer;
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D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = sd.BufferDesc.Format;
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@ -163,7 +163,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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{
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const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
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g_pd3dDeviceContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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}
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idx_offset += pcmd->ElemCount;
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@ -292,7 +292,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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// Create the vertex shader
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{
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static const char* vertexShader =
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static const char* vertexShader =
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"cbuffer vertexBuffer : register(b0) \
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{\
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float4x4 ProjectionMatrix; \
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@ -21,7 +21,7 @@ void CreateRenderTarget()
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g_pSwapChain->GetDesc(&sd);
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// Create the render target
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ID3D11Texture2D* pBackBuffer;
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ID3D11Texture2D* pBackBuffer;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = sd.BufferDesc.Format;
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@ -97,8 +97,8 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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@ -148,26 +148,26 @@ IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LP
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io.MouseDown[0] = true;
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return true;
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case WM_LBUTTONUP:
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io.MouseDown[0] = false;
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io.MouseDown[0] = false;
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return true;
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case WM_RBUTTONDOWN:
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io.MouseDown[1] = true;
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io.MouseDown[1] = true;
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return true;
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case WM_RBUTTONUP:
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io.MouseDown[1] = false;
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io.MouseDown[1] = false;
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return true;
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case WM_MBUTTONDOWN:
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io.MouseDown[2] = true;
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io.MouseDown[2] = true;
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return true;
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case WM_MBUTTONUP:
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io.MouseDown[2] = false;
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io.MouseDown[2] = false;
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return true;
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case WM_MOUSEWHEEL:
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return true;
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case WM_MOUSEMOVE:
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io.MousePos.x = (signed short)(lParam);
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io.MousePos.y = (signed short)(lParam >> 16);
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io.MousePos.y = (signed short)(lParam >> 16);
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return true;
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case WM_KEYDOWN:
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if (wParam < 256)
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@ -191,7 +191,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
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g_hWnd = (HWND)hwnd;
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g_pd3dDevice = device;
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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return false;
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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return false;
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@ -244,7 +244,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8B8G8R8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
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return false;
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D3DLOCKED_RECT tex_locked_rect;
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if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
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if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
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return false;
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for (int y = 0; y < height; y++)
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memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
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@ -301,7 +301,7 @@ void ImGui_ImplDX9_NewFrame()
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// Setup time step
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INT64 current_time;
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QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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@ -13,7 +13,7 @@
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#include "imgui_impl_marmalade.h"
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#include <s3eClipboard.h>
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#include <s3ePointer.h>
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#include <s3ePointer.h>
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#include <s3eKeyboard.h>
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#include <IwTexture.h>
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#include <IwGx.h>
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@ -47,7 +47,7 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
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CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
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CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
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for( int i=0; i < nVert; i++ )
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for( int i=0; i < nVert; i++ )
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{
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// TODO: optimize multiplication on gpu using vertex shader
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pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x;
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@ -92,12 +92,12 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
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static const char* ImGui_Marmalade_GetClipboardText()
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{
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if (s3eClipboardAvailable())
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if (s3eClipboardAvailable())
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{
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int size = s3eClipboardGetText(NULL, 0);
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if (size > 0)
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if (size > 0)
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{
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if (g_ClipboardText)
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if (g_ClipboardText)
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{
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delete[] g_ClipboardText;
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g_ClipboardText = NULL;
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@ -124,7 +124,7 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa
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// S3E_POINTER_BUTTON_SELECT
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s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
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if (pEvent->m_Pressed == 1)
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if (pEvent->m_Pressed == 1)
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{
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if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
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g_MousePressed[0] = true;
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@ -149,7 +149,7 @@ int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
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io.KeysDown[e->m_Key] = true;
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if (e->m_Pressed == 0)
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io.KeysDown[e->m_Key] = false;
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io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
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io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
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io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
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@ -196,7 +196,7 @@ bool ImGui_Marmalade_CreateDeviceObjects()
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void ImGui_Marmalade_InvalidateDeviceObjects()
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{
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if (g_ClipboardText)
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if (g_ClipboardText)
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{
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delete[] g_ClipboardText;
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g_ClipboardText = NULL;
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@ -278,8 +278,8 @@ void ImGui_Marmalade_NewFrame()
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mouse_x = s3ePointerGetX();
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mouse_y = s3ePointerGetY();
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io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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{
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io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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g_MousePressed[i] = false;
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@ -296,15 +296,15 @@ void ImGui_Marmalade_NewFrame()
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// Show/hide OSD keyboard
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if (io.WantTextInput)
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{
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{
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// Some text input widget is active?
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if (!g_osdKeyboardEnabled)
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if (!g_osdKeyboardEnabled)
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{
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g_osdKeyboardEnabled = true;
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s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
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}
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}
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else
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else
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{
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// No text input widget is active
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if (g_osdKeyboardEnabled)
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@ -265,7 +265,7 @@ void ImGui_ImplGlfw_NewFrame()
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{
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io.MousePos = ImVec2(-1,-1);
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}
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for (int i = 0; i < 3; i++)
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{
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io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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@ -98,7 +98,7 @@ int main(int, char**)
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// Cleanup
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ImGui_ImplSdlGL3_Shutdown();
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SDL_GL_DeleteContext(glcontext);
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SDL_GL_DeleteContext(glcontext);
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SDL_DestroyWindow(window);
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SDL_Quit();
|
||||
|
||||
|
@ -207,11 +207,11 @@ bool ImGui_ImplSdl_Init(SDL_Window* window)
|
||||
io.KeyMap[ImGuiKey_X] = SDLK_x;
|
||||
io.KeyMap[ImGuiKey_Y] = SDLK_y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDLK_z;
|
||||
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||
io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
@ -257,7 +257,7 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
|
||||
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
else
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
|
||||
|
||||
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
|
@ -95,7 +95,7 @@ int main(int, char**)
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSdl_Shutdown();
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user