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Removed trailing spaces.

pull/2975/head
omar 5 years ago
parent
commit
d581939387
  1. 2
      examples/imgui_impl_opengl3.cpp
  2. 16
      imgui.cpp
  3. 4
      imgui.h
  4. 6
      imgui_demo.cpp
  5. 2
      imgui_draw.cpp
  6. 4
      imgui_internal.h
  7. 4
      imgui_widgets.cpp

2
examples/imgui_impl_opengl3.cpp

@ -157,7 +157,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL)

16
imgui.cpp

@ -495,7 +495,7 @@ CODE
- 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
- 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
@ -775,8 +775,8 @@ CODE
==============
Q: How can I help?
A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui!
We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui!
We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
- Individuals: you can support continued development via PayPal donations. See README.
- If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt
@ -1354,8 +1354,8 @@ const char* ImStrSkipBlank(const char* str)
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
//#define IMGUI_USE_STB_SPRINTF
#ifdef IMGUI_USE_STB_SPRINTF
@ -1480,7 +1480,7 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
ImFileHandle ImFileOpen(const char* filename, const char* mode)
{
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
// We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
// We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
ImVector<ImWchar> buf;
@ -3875,7 +3875,7 @@ void ImGui::Initialize(ImGuiContext* context)
ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
g.SettingsHandlers.push_back(ini_handler);
}
#ifdef IMGUI_HAS_TABLE
// Add .ini handle for ImGuiTable type
{
@ -10119,7 +10119,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::TreePop();
}
#endif // #define IMGUI_HAS_DOCK
// Misc Details
if (ImGui::TreeNode("Internal state"))
{

4
imgui.h

@ -677,7 +677,7 @@ namespace ImGui
// - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
// - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)?
IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
@ -1178,7 +1178,7 @@ enum ImGuiColorEditFlags_
#endif
};
// Identify a mouse button.
// Identify a mouse button.
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
enum ImGuiMouseButton_
{

6
imgui_demo.cpp

@ -514,7 +514,7 @@ static void ShowDemoWindowWidgets()
}
{
// To wire InputText() with std::string or any other custom string type,
// To wire InputText() with std::string or any other custom string type,
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
static char str0[128] = "Hello, world!";
ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
@ -991,7 +991,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
// To wire InputText() with std::string or any other custom string type,
// To wire InputText() with std::string or any other custom string type,
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
if (ImGui::TreeNode("Text Input"))
{
@ -1041,7 +1041,7 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("Resize Callback"))
{
// To wire InputText() with std::string or any other custom string type,
// To wire InputText() with std::string or any other custom string type,
// you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your prefered type.
// See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");

2
imgui_draw.cpp

@ -517,7 +517,7 @@ void ImDrawList::PopTextureID()
}
// Reserve space for a number of vertices and indices.
// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{

4
imgui_internal.h

@ -161,7 +161,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#ifdef IMGUI_DEBUG_PARANOID
#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR)
#else
#define IM_ASSERT_PARANOID(_EXPR)
#define IM_ASSERT_PARANOID(_EXPR)
#endif
// Error handling
@ -506,7 +506,7 @@ enum ImGuiItemStatusFlags_
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.

4
imgui_widgets.cpp

@ -5274,7 +5274,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
if (!is_leaf)
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
// We allow clicking on the arrow section with keyboard modifiers held, in order to easily
// We allow clicking on the arrow section with keyboard modifiers held, in order to easily
// allow browsing a tree while preserving selection with code implementing multi-selection patterns.
// When clicking on the rest of the tree node we always disallow keyboard modifiers.
const float hit_padding_x = style.TouchExtraPadding.x;
@ -5282,7 +5282,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + hit_padding_x;
if (window != g.HoveredWindow || !(g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2))
button_flags |= ImGuiButtonFlags_NoKeyModifiers;
bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
const bool was_selected = selected;

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