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Fixed stray end of line blanks, added comments in .editorconfig, tweaked some headers.
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@ -1,4 +1,6 @@
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# editorconfig.org
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# See http://editorconfig.org to read about the EditorConfig format.
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# - Automatically supported by VS2017+ and most common IDE or text editors.
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# - For older VS2010 to VS2015, install https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
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# top-most EditorConfig file
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# top-most EditorConfig file
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root = true
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root = true
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@ -4152,7 +4152,7 @@ void ImGui::EndFrame()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.Initialized);
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IM_ASSERT(g.Initialized);
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// Don't process EndFrame() multiple times.
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// Don't process EndFrame() multiple times.
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if (g.FrameCountEnded == g.FrameCount)
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if (g.FrameCountEnded == g.FrameCount)
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return;
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return;
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2
imgui.h
2
imgui.h
@ -1141,7 +1141,7 @@ enum ImGuiCol_
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};
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};
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// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
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// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
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// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
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// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
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// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
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// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
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// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
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// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
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// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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@ -5344,8 +5344,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
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// - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)
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// - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)
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// - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)
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// - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)
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// This makes _OpenOnArrow have a subtle effect on _OpenOnDoubleClick: arrow click reacts on Down rather than Up.
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// This makes _OpenOnArrow have a subtle effect on _OpenOnDoubleClick: arrow click reacts on Down rather than Up.
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// It is rather standard that arrow click react on Down rather than Up and we'd be tempted to make it the default
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// It is rather standard that arrow click react on Down rather than Up and we'd be tempted to make it the default
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// (by removing the _OpenOnArrow test below), however this would have a perhaps surprising effect on CollapsingHeader()?
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// (by removing the _OpenOnArrow test below), however this would have a perhaps surprising effect on CollapsingHeader()?
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// So right now we are making this optional. May evolve later.
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// So right now we are making this optional. May evolve later.
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if (is_mouse_x_over_arrow && (flags & ImGuiTreeNodeFlags_OpenOnArrow))
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if (is_mouse_x_over_arrow && (flags & ImGuiTreeNodeFlags_OpenOnArrow))
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button_flags |= ImGuiButtonFlags_PressedOnClick;
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button_flags |= ImGuiButtonFlags_PressedOnClick;
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@ -5948,7 +5948,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get
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if (label_size.x > 0.0f)
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if (label_size.x > 0.0f)
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
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// Return hovered index or -1 if none are hovered.
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// Return hovered index or -1 if none are hovered.
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// This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().
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// This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().
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return idx_hovered;
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return idx_hovered;
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}
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}
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@ -1,5 +1,4 @@
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// imgui_stdlib.cpp
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// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
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// Wrappers for C++ standard library (STL) types (std::string, etc.)
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// This is also an example of how you may wrap your own similar types.
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// This is also an example of how you may wrap your own similar types.
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// Compatibility:
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// Compatibility:
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@ -1,5 +1,4 @@
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// imgui_stdlib.h
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// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
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// Wrappers for C++ standard library (STL) types (std::string, etc.)
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// This is also an example of how you may wrap your own similar types.
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// This is also an example of how you may wrap your own similar types.
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// Compatibility:
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// Compatibility:
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@ -1,4 +1,4 @@
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// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui
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// dear imgui: wrapper to use FreeType (instead of stb_truetype)
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// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
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// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
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// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained and v0.60+ by @ocornut.
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// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained and v0.60+ by @ocornut.
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@ -1,4 +1,4 @@
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// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui
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// dear imgui: wrapper to use FreeType (instead of stb_truetype)
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// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
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// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
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// Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut
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// Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut
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@ -1,4 +1,4 @@
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// imgui_single_file.h
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// dear imgui: single-file wrapper include
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// We use this to validate compiling all *.cpp files in a same compilation unit.
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// We use this to validate compiling all *.cpp files in a same compilation unit.
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// Users of that technique (also called "Unity builds") can generally provide this themselves,
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// Users of that technique (also called "Unity builds") can generally provide this themselves,
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// so we don't really recommend you use this in your projects.
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// so we don't really recommend you use this in your projects.
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