Browse Source

Trim trailing spaces

ocornut 9 years ago
parent
commit
2b7eeba143
5 changed files with 51 additions and 51 deletions
  1. 19 19
      imgui.cpp
  2. 5 5
      imgui.h
  3. 14 14
      imgui_demo.cpp
  4. 12 12
      imgui_draw.cpp
  5. 1 1
      imgui_internal.h

+ 19 - 19
imgui.cpp

@@ -108,7 +108,7 @@
         unsigned char* pixels;
         int width, height;
         io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
-        // TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system 
+        // TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
         // TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'
 
         // Application main loop
@@ -309,7 +309,7 @@
 
        Button("Hello###ID";   // Label = "Hello",  ID = hash of "ID"
        Button("World###ID";   // Label = "World",  ID = hash of "ID" (same as above)
-       
+
        sprintf(buf, "My game (%f FPS)###MyGame");
        Begin(buf);            // Variable label,   ID = hash of "MyGame"
 
@@ -447,7 +447,7 @@
  - widgets: clean up widgets internal toward exposing everything.
  - widgets: add disabled and read-only modes (#211)
  - main: considering adding EndFrame()/Init(). some constructs are awkward in the implementation because of the lack of them.
- - main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows). 
+ - main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows).
  - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
  - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
  - input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
@@ -984,7 +984,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
     if ((*str & 0xf0) == 0xe0)
     {
         *out_char = 0xFFFD; // will be invalid but not end of string
-        if (in_text_end && in_text_end - (const char*)str < 3) return 1; 
+        if (in_text_end && in_text_end - (const char*)str < 3) return 1;
         if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
         if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
         c = (unsigned int)((*str++ & 0x0f) << 12);
@@ -2388,7 +2388,7 @@ void ImGui::EndFrame()
     // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
     if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f)
     {
-        g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);   
+        g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
         g.OsImePosSet = g.OsImePosRequest;
     }
 
@@ -3141,7 +3141,7 @@ static bool IsPopupOpen(ImGuiID id)
     return opened;
 }
 
-// Mark popup as open (toggle toward open state). 
+// Mark popup as open (toggle toward open state).
 // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
 // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
 // One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
@@ -3319,11 +3319,11 @@ void ImGui::EndPopup()
 }
 
 // This is a helper to handle the most simple case of associating one named popup to one given widget.
-// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling 
+// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling
 //    this yourself so you can store data relative to the widget that opened the popup instead of choosing different popup identifiers.
 // 2. If you want right-clicking on the same item to reopen the popup at new location, use the same code replacing IsItemHovered() with IsItemHoveredRect()
 //    and passing true to the OpenPopupEx().
-//    Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that 
+//    Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that
 //    the item isn't interactable (because it is blocked by the active popup) may useful in some situation when e.g. large canvas as one item, content of menu
 //    driven by click position.
 bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
@@ -3482,7 +3482,7 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
 
 ImGuiWindow* ImGui::FindWindowByName(const char* name)
 {
-    // FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block 
+    // FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
     ImGuiState& g = *GImGui;
     ImGuiID id = ImHash(name, 0);
     for (int i = 0; i < g.Windows.Size; i++)
@@ -3615,7 +3615,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
         g.CurrentPopupStack.push_back(popup_ref);
         window->PopupID = popup_ref.PopupID;
     }
-    
+
     const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);
 
     // Process SetNextWindow***() calls
@@ -3763,7 +3763,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
         else
         {
             size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - g.Style.DisplaySafeAreaPadding));
-            
+
             // Handling case of auto fit window not fitting in screen on one axis, we are growing auto fit size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
             if (size_auto_fit.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
                 size_auto_fit.y += style.ScrollbarSize;
@@ -5637,7 +5637,7 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
         label = str_id;
     const bool label_hide_text_after_double_hash = (label == str_id); // Only search and hide text after ## if we have passed label and ID separately, otherwise allow "##" within format string.
     const ImGuiID id = window->GetID(str_id);
-    const ImVec2 label_size = CalcTextSize(label, NULL, label_hide_text_after_double_hash); 
+    const ImVec2 label_size = CalcTextSize(label, NULL, label_hide_text_after_double_hash);
 
     // We vertically grow up to current line height up the typical widget height.
     const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - padding.y); // Latch before ItemSize changes it
@@ -6871,7 +6871,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
         ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
         overlay = overlay_buf;
     }
-    
+
     ImVec2 overlay_size = CalcTextSize(overlay, NULL);
     if (overlay_size.x > 0.0f)
         RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImGuiAlign_Left|ImGuiAlign_VCenter, &bb.Min, &bb.Max);
@@ -6936,7 +6936,7 @@ bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int f
         else
             *flags &= ~flags_value;
     }
-    
+
     return pressed;
 }
 
@@ -7771,7 +7771,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
 
         // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
         if (is_editable)
-            g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);    
+            g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
     }
     else
     {
@@ -8663,7 +8663,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
     const ImVec4 col_display(col[0], col[1], col[2], 1.0f);
     if (ImGui::ColorButton(col_display))
         g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away!
-    
+
     // Recreate our own tooltip over's ColorButton() one because we want to display correct alpha here
     if (ImGui::IsItemHovered())
         ImGui::SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col[0], col[1], col[2], col[3], IM_F32_TO_INT8(col[0]), IM_F32_TO_INT8(col[1]), IM_F32_TO_INT8(col[2]), IM_F32_TO_INT8(col[3]));
@@ -8760,7 +8760,7 @@ void ImGui::Dummy(const ImVec2& size)
     ImGuiWindow* window = GetCurrentWindow();
     if (window->SkipItems)
         return;
-    
+
     const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
     ItemSize(bb);
     ItemAdd(bb, NULL);
@@ -9022,9 +9022,9 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
         }
     }
 
-    // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. 
+    // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
     // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
-    ImGui::PushID(0x11223347 + (id ? 0 : columns_count)); 
+    ImGui::PushID(0x11223347 + (id ? 0 : columns_count));
     window->DC.ColumnsSetID = window->GetID(id ? id : "columns");
     ImGui::PopID();
 

+ 5 - 5
imgui.h

@@ -105,7 +105,7 @@ namespace ImGui
     IMGUI_API ImGuiStyle&   GetStyle();
     IMGUI_API ImDrawData*   GetDrawData();                              // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame().
     IMGUI_API void          NewFrame();
-    IMGUI_API void          Render();                                   // finalize rendering data, then call your io.RenderDrawListsFn() function if set. 
+    IMGUI_API void          Render();                                   // finalize rendering data, then call your io.RenderDrawListsFn() function if set.
     IMGUI_API void          Shutdown();
     IMGUI_API void          ShowUserGuide();                            // help block
     IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // style editor block
@@ -124,7 +124,7 @@ namespace ImGui
     IMGUI_API float         GetContentRegionAvailWidth();                                       //
     IMGUI_API ImVec2        GetWindowContentRegionMin();                                        // content boundaries min (roughly (0,0)-Scroll), in window coordinates
     IMGUI_API ImVec2        GetWindowContentRegionMax();                                        // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
-    IMGUI_API float         GetWindowContentRegionWidth();                                      // 
+    IMGUI_API float         GetWindowContentRegionWidth();                                      //
     IMGUI_API ImDrawList*   GetWindowDrawList();                                                // get rendering command-list if you want to append your own draw primitives
     IMGUI_API ImVec2        GetWindowPos();                                                     // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
     IMGUI_API ImVec2        GetWindowSize();                                                    // get current window size
@@ -137,7 +137,7 @@ namespace ImGui
     IMGUI_API void          SetNextWindowPosCenter(ImGuiSetCond cond = 0);                      // set next window position to be centered on screen. call before Begin()
     IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);       // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
     IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                       // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
-    IMGUI_API void          SetNextWindowContentWidth(float width);                             // set next window content width (enforce the range of horizontal scrollbar). call before Begin() 
+    IMGUI_API void          SetNextWindowContentWidth(float width);                             // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
     IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);      // set next window collapsed state. call before Begin()
     IMGUI_API void          SetNextWindowFocus();                                               // set next window to be focused / front-most. call before Begin()
     IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);             // set current window position - call within Begin()/End(). may incur tearing
@@ -351,7 +351,7 @@ namespace ImGui
     IMGUI_API bool          MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true);              // return true when activated + toggle (*p_selected) if p_selected != NULL
 
     // Popups
-    IMGUI_API void          OpenPopup(const char* str_id);                                      // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). 
+    IMGUI_API void          OpenPopup(const char* str_id);                                      // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
     IMGUI_API bool          BeginPopup(const char* str_id);                                     // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
     IMGUI_API bool          BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0);             // modal dialog (can't close them by clicking outside)
     IMGUI_API bool          BeginPopupContextItem(const char* str_id, int mouse_button = 1);                                        // helper to open and begin popup when clicked on last item. read comments in .cpp!
@@ -711,7 +711,7 @@ struct ImGuiIO
     // User Functions
     //------------------------------------------------------------------
 
-    // Rendering function, will be called in Render(). 
+    // Rendering function, will be called in Render().
     // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
     // See example applications if you are unsure of how to implement this.
     void        (*RenderDrawListsFn)(ImDrawData* data);

+ 14 - 14
imgui_demo.cpp

@@ -443,7 +443,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
             static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
 
             ImGui::Text("Password input");
-            static char bufpass[64] = "password123"; 
+            static char bufpass[64] = "password123";
             ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
             ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
             ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
@@ -454,7 +454,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
         if (ImGui::TreeNode("Multi-line Text Input"))
         {
             static bool read_only = false;
-            static char text[1024*16] = 
+            static char text[1024*16] =
                 "/*\n"
                 " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
                 " the hexadecimal encoding of one offending instruction,\n"
@@ -816,7 +816,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
         if (ImGui::TreeNode("Widgets Width"))
         {
             static float f = 0.0f;
-            ImGui::Text("PushItemWidth(100)"); 
+            ImGui::Text("PushItemWidth(100)");
             ImGui::SameLine(); ShowHelpMarker("Fixed width.");
             ImGui::PushItemWidth(100);
             ImGui::DragFloat("float##1", &f);
@@ -996,8 +996,8 @@ void ImGui::ShowTestWindow(bool* p_opened)
 
             // Tree
             const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
-            ImGui::Button("Button##1"); 
-            ImGui::SameLine(0.0f, spacing); 
+            ImGui::Button("Button##1");
+            ImGui::SameLine(0.0f, spacing);
             if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); }    // Dummy tree data
 
             ImGui::AlignFirstTextHeightToWidgets();         // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
@@ -1006,8 +1006,8 @@ void ImGui::ShowTestWindow(bool* p_opened)
             if (tree_opened) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); }   // Dummy tree data
 
             // Bullet
-            ImGui::Button("Button##3"); 
-            ImGui::SameLine(0.0f, spacing); 
+            ImGui::Button("Button##3");
+            ImGui::SameLine(0.0f, spacing);
             ImGui::BulletText("Bullet text");
 
             ImGui::AlignFirstTextHeightToWidgets();
@@ -1086,7 +1086,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
             ImGui::PopStyleVar(2);
             float scroll_x_delta = 0.0f;
             ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
-            ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine(); 
+            ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine();
             ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
             if (scroll_x_delta != 0.0f)
             {
@@ -1181,7 +1181,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
             ImGui::Spacing();
             ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
             ImGui::Separator();
-            // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above. 
+            // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above.
             // To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here
             // would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus.
             ImGui::PushID("foo");
@@ -1396,7 +1396,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
         ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell.\nThere's no storage of state per-cell.");
         if (node_opened)
         {
-            ImGui::Columns(2, "tree items"); 
+            ImGui::Columns(2, "tree items");
             ImGui::Separator();
             if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn();
             if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn();
@@ -1513,7 +1513,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
             ImGui::Button("Holding me clears the\nthe keyboard capture flag");
             if (ImGui::IsItemActive())
                 ImGui::CaptureKeyboardFromApp(false);
-            
+
             ImGui::TreePop();
         }
 
@@ -1798,7 +1798,7 @@ static void ShowExampleAppCustomRendering(bool* opened)
     ImGui::Text("Primitives");
     static float sz = 36.0f;
     static ImVec4 col = ImVec4(1.0f,1.0f,0.4f,1.0f);
-    ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); 
+    ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
     ImGui::ColorEdit3("Color", &col.x);
     {
         const ImVec2 p = ImGui::GetCursorScreenPos();
@@ -2305,7 +2305,7 @@ static void ShowExampleAppPropertyEditor(bool* opened)
             ImGui::AlignFirstTextHeightToWidgets();
             ImGui::Text("my sailor is rich");
             ImGui::NextColumn();
-            if (opened) 
+            if (opened)
             {
                 static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f };
                 for (int i = 0; i < 8; i++)
@@ -2338,7 +2338,7 @@ static void ShowExampleAppPropertyEditor(bool* opened)
                 ImGui::TreePop();
             }
             ImGui::PopID();
-        }                
+        }
     };
 
     // Iterate dummy objects with dummy members (all the same data)

+ 12 - 12
imgui_draw.cpp

@@ -202,7 +202,7 @@ void ImDrawList::UpdateTextureID()
         AddDrawCmd();
         return;
     }
- 
+
     // Try to merge with previous command if it matches, else use current command
     ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
     if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)
@@ -702,11 +702,11 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
 {
     float dx = x4 - x1;
     float dy = y4 - y1;
-    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); 
-    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); 
+    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
+    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
     d2 = (d2 >= 0) ? d2 : -d2;
     d3 = (d3 >= 0) ? d3 : -d3;
-    if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy)) 
+    if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
     {
         path->push_back(ImVec2(x4, y4));
     }
@@ -719,8 +719,8 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
         float x234 = (x23+x34)*0.5f,    y234 = (y23+y34)*0.5f;
         float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
 
-        PathBezierToCasteljau(path, x1,y1,        x12,y12,    x123,y123,  x1234,y1234, tess_tol, level+1); 
-        PathBezierToCasteljau(path, x1234,y1234,  x234,y234,  x34,y34,    x4,y4,       tess_tol, level+1); 
+        PathBezierToCasteljau(path, x1,y1,        x12,y12,    x123,y123,  x1234,y1234, tess_tol, level+1);
+        PathBezierToCasteljau(path, x1234,y1234,  x234,y234,  x34,y34,    x4,y4,       tess_tol, level+1);
     }
 }
 
@@ -865,14 +865,14 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
     PathFill(col);
 }
 
-void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments) 
-{ 
+void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
+{
     if ((col >> 24) == 0)
         return;
 
-    PathLineTo(pos0); 
-    PathBezierCurveTo(cp0, cp1, pos1, num_segments); 
-    PathStroke(col, false, thickness); 
+    PathLineTo(pos0);
+    PathBezierCurveTo(cp0, cp1, pos1, num_segments);
+    PathStroke(col, false, thickness);
 }
 
 void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
@@ -1135,7 +1135,7 @@ static unsigned int stb_decompress_length(unsigned char *input);
 static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
 static const char*  GetDefaultCompressedFontDataTTFBase85();
 static unsigned int Decode85Byte(char c)                                    { return c >= '\\' ? c-36 : c-35; }
-static void         Decode85(const unsigned char* src, unsigned char* dst)  
+static void         Decode85(const unsigned char* src, unsigned char* dst)
 {
     while (*src)
     {

+ 1 - 1
imgui_internal.h

@@ -707,7 +707,7 @@ namespace ImGui
     IMGUI_API void          RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
     IMGUI_API void          RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
     IMGUI_API void          RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
-    IMGUI_API void          RenderCheckMark(ImVec2 pos, ImU32 col);	
+    IMGUI_API void          RenderCheckMark(ImVec2 pos, ImU32 col);
     IMGUI_API const char*   FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
 
     IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_existing_clip_rect = true);