diff --git a/examples/allegro5_example/imgui_impl_a5.cpp b/examples/allegro5_example/imgui_impl_a5.cpp index 6c265ba0..b5dd7439 100644 --- a/examples/allegro5_example/imgui_impl_a5.cpp +++ b/examples/allegro5_example/imgui_impl_a5.cpp @@ -29,7 +29,7 @@ struct ImDrawVertAllegro ALLEGRO_COLOR col; }; -static void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data) { int op, src, dst; al_get_blender(&op, &src, &dst); @@ -186,7 +186,7 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display) io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y; io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists; + io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. #ifdef _WIN32 io.ImeWindowHandle = al_get_win_window_handle(g_Display); #endif diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index 6991fc8e..41684b33 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -39,7 +39,7 @@ struct VERTEX_CONSTANT_BUFFER // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) { // Create and grow vertex/index buffers if needed if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) @@ -437,7 +437,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex return false; ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = VK_UP; @@ -457,7 +457,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; - io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; + io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp index f7cc5cd9..b8186329 100644 --- a/examples/directx9_example/imgui_impl_dx9.cpp +++ b/examples/directx9_example/imgui_impl_dx9.cpp @@ -30,7 +30,7 @@ struct CUSTOMVERTEX // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data) { // Create and grow buffers if needed if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) @@ -191,7 +191,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) return false; ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = VK_UP; @@ -211,7 +211,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; - io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; + io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 6b41753e..28b63a5d 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -28,7 +28,7 @@ static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) { // Backup GL state GLint last_program, last_texture, last_array_buffer, last_element_array_buffer, last_vertex_array; @@ -247,7 +247,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) g_Window = window; ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; @@ -267,7 +267,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; + io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; #ifdef _WIN32 diff --git a/examples/opengl_example/imgui_impl_glfw.cpp b/examples/opengl_example/imgui_impl_glfw.cpp index 5d499a67..7baee7bd 100644 --- a/examples/opengl_example/imgui_impl_glfw.cpp +++ b/examples/opengl_example/imgui_impl_glfw.cpp @@ -23,7 +23,7 @@ static GLuint g_FontTexture = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data) { // We are using the OpenGL fixed pipeline to make the example code simpler to read! // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer. @@ -183,7 +183,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) g_Window = window; ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; @@ -203,7 +203,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; + io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; #ifdef _WIN32 diff --git a/examples/sdl_opengl_example/imgui_impl_sdl.cpp b/examples/sdl_opengl_example/imgui_impl_sdl.cpp index 2392014f..5d7c44a3 100644 --- a/examples/sdl_opengl_example/imgui_impl_sdl.cpp +++ b/examples/sdl_opengl_example/imgui_impl_sdl.cpp @@ -16,7 +16,7 @@ static GLuint g_FontTexture = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -static void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) { // We are using the OpenGL fixed pipeline to make the example code simpler to read! // A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer. @@ -174,7 +174,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects() bool ImGui_ImplSdl_Init(SDL_Window *window) { ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; @@ -194,7 +194,7 @@ bool ImGui_ImplSdl_Init(SDL_Window *window) io.KeyMap[ImGuiKey_Y] = SDLK_y; io.KeyMap[ImGuiKey_Z] = SDLK_z; - io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; + 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;