Quellcode durchsuchen

Replacing NULL with nullptr in examples/backends when they creeped back. (#6313, #7071, #4537)

ocornut vor 7 Monaten
Ursprung
Commit
566558b17c

+ 1 - 1
backends/imgui_impl_dx11.cpp

@@ -298,7 +298,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
         global_idx_offset += draw_list->IdxBuffer.Size;
         global_idx_offset += draw_list->IdxBuffer.Size;
         global_vtx_offset += draw_list->VtxBuffer.Size;
         global_vtx_offset += draw_list->VtxBuffer.Size;
     }
     }
-    platform_io.Renderer_RenderState = NULL;
+    platform_io.Renderer_RenderState = nullptr;
 
 
     // Restore modified DX state
     // Restore modified DX state
     device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
     device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);

+ 3 - 3
backends/imgui_impl_dx12.cpp

@@ -311,7 +311,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
         global_idx_offset += draw_list->IdxBuffer.Size;
         global_idx_offset += draw_list->IdxBuffer.Size;
         global_vtx_offset += draw_list->VtxBuffer.Size;
         global_vtx_offset += draw_list->VtxBuffer.Size;
     }
     }
-    platform_io.Renderer_RenderState = NULL;
+    platform_io.Renderer_RenderState = nullptr;
 }
 }
 
 
 static void ImGui_ImplDX12_CreateFontsTexture()
 static void ImGui_ImplDX12_CreateFontsTexture()
@@ -743,7 +743,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-    if (init_info->SrvDescriptorAllocFn == NULL)
+    if (init_info->SrvDescriptorAllocFn == nullptr)
     {
     {
         // Wrap legacy behavior of passing space for a single descriptor
         // Wrap legacy behavior of passing space for a single descriptor
         IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
         IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
@@ -765,7 +765,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
 #endif
 #endif
 
 
     // Allocate 1 SRV descriptor for the font texture
     // Allocate 1 SRV descriptor for the font texture
-    IM_ASSERT(init_info->SrvDescriptorAllocFn != NULL && init_info->SrvDescriptorFreeFn != NULL);
+    IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
     init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
     init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
 
 
     // Create buffers with a default size (they will later be grown as needed)
     // Create buffers with a default size (they will later be grown as needed)

+ 2 - 2
backends/imgui_impl_glfw.cpp

@@ -595,8 +595,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
     bd->Time = 0.0;
     bd->Time = 0.0;
 
 
     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
-    platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); };
-    platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); };
+    platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
+    platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
 #ifdef __EMSCRIPTEN__
 #ifdef __EMSCRIPTEN__
     platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
     platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
 #endif
 #endif

+ 7 - 7
backends/imgui_impl_sdl2.cpp

@@ -324,7 +324,7 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
 static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
 static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
 {
 {
     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
-    return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
+    return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
 }
 }
 
 
 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@@ -342,7 +342,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
     {
     {
         case SDL_MOUSEMOTION:
         case SDL_MOUSEMOTION:
         {
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
                 return false;
                 return false;
             ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
             ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
             io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
             io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
@@ -351,7 +351,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
         }
         }
         case SDL_MOUSEWHEEL:
         case SDL_MOUSEWHEEL:
         {
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
                 return false;
                 return false;
             //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
             //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
 #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
 #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
@@ -371,7 +371,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
         case SDL_MOUSEBUTTONDOWN:
         case SDL_MOUSEBUTTONDOWN:
         case SDL_MOUSEBUTTONUP:
         case SDL_MOUSEBUTTONUP:
         {
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
                 return false;
                 return false;
             int mouse_button = -1;
             int mouse_button = -1;
             if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
             if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
@@ -388,7 +388,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
         }
         }
         case SDL_TEXTINPUT:
         case SDL_TEXTINPUT:
         {
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
                 return false;
                 return false;
             io.AddInputCharactersUTF8(event->text.text);
             io.AddInputCharactersUTF8(event->text.text);
             return true;
             return true;
@@ -396,7 +396,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
         case SDL_KEYDOWN:
         case SDL_KEYDOWN:
         case SDL_KEYUP:
         case SDL_KEYUP:
         {
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
                 return false;
                 return false;
             ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
             ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
             ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
             ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
@@ -406,7 +406,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
         }
         }
         case SDL_WINDOWEVENT:
         case SDL_WINDOWEVENT:
         {
         {
-            if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL)
+            if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
                 return false;
                 return false;
             // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
             // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
             // - However we won't get a correct LEAVE event for a captured window.
             // - However we won't get a correct LEAVE event for a captured window.

+ 1 - 1
backends/imgui_impl_sdl2.h

@@ -41,6 +41,6 @@ IMGUI_IMPL_API bool     ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
 // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
 // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
 // When using manual mode, caller is responsible for opening/closing gamepad.
 // When using manual mode, caller is responsible for opening/closing gamepad.
 enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
 enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
-IMGUI_IMPL_API void     ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
+IMGUI_IMPL_API void     ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
 
 
 #endif // #ifndef IMGUI_DISABLE
 #endif // #ifndef IMGUI_DISABLE

+ 11 - 11
backends/imgui_impl_sdl3.cpp

@@ -128,7 +128,7 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
     if (bd->ClipboardTextData)
     if (bd->ClipboardTextData)
         SDL_free(bd->ClipboardTextData);
         SDL_free(bd->ClipboardTextData);
     const char* sdl_clipboard_text = SDL_GetClipboardText();
     const char* sdl_clipboard_text = SDL_GetClipboardText();
-    bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL;
+    bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
     return bd->ClipboardTextData;
     return bd->ClipboardTextData;
 }
 }
 
 
@@ -142,7 +142,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
     ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
     ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
     SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
     SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
     SDL_Window* window = SDL_GetWindowFromID(window_id);
     SDL_Window* window = SDL_GetWindowFromID(window_id);
-    if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL)
+    if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
     {
     {
         SDL_StopTextInput(bd->ImeWindow);
         SDL_StopTextInput(bd->ImeWindow);
         bd->ImeWindow = nullptr;
         bd->ImeWindow = nullptr;
@@ -308,7 +308,7 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
 static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
 static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
 {
 {
     ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
     ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
-    return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
+    return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
 }
 }
 
 
 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@@ -326,7 +326,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
     {
     {
         case SDL_EVENT_MOUSE_MOTION:
         case SDL_EVENT_MOUSE_MOTION:
         {
         {
-            if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
                 return false;
                 return false;
             ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
             ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
             io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
             io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
@@ -335,7 +335,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
         }
         }
         case SDL_EVENT_MOUSE_WHEEL:
         case SDL_EVENT_MOUSE_WHEEL:
         {
         {
-            if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
                 return false;
                 return false;
             //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
             //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
             float wheel_x = -event->wheel.x;
             float wheel_x = -event->wheel.x;
@@ -347,7 +347,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
         case SDL_EVENT_MOUSE_BUTTON_DOWN:
         case SDL_EVENT_MOUSE_BUTTON_DOWN:
         case SDL_EVENT_MOUSE_BUTTON_UP:
         case SDL_EVENT_MOUSE_BUTTON_UP:
         {
         {
-            if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
                 return false;
                 return false;
             int mouse_button = -1;
             int mouse_button = -1;
             if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
             if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
@@ -364,7 +364,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
         }
         }
         case SDL_EVENT_TEXT_INPUT:
         case SDL_EVENT_TEXT_INPUT:
         {
         {
-            if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
                 return false;
                 return false;
             io.AddInputCharactersUTF8(event->text.text);
             io.AddInputCharactersUTF8(event->text.text);
             return true;
             return true;
@@ -372,7 +372,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
         case SDL_EVENT_KEY_DOWN:
         case SDL_EVENT_KEY_DOWN:
         case SDL_EVENT_KEY_UP:
         case SDL_EVENT_KEY_UP:
         {
         {
-            if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
                 return false;
                 return false;
             //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
             //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
             ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
             ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
@@ -383,7 +383,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
         }
         }
         case SDL_EVENT_WINDOW_MOUSE_ENTER:
         case SDL_EVENT_WINDOW_MOUSE_ENTER:
         {
         {
-            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
                 return false;
                 return false;
             bd->MouseWindowID = event->window.windowID;
             bd->MouseWindowID = event->window.windowID;
             bd->MousePendingLeaveFrame = 0;
             bd->MousePendingLeaveFrame = 0;
@@ -395,7 +395,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
         // FIXME: Unconfirmed whether this is still needed with SDL3.
         // FIXME: Unconfirmed whether this is still needed with SDL3.
         case SDL_EVENT_WINDOW_MOUSE_LEAVE:
         case SDL_EVENT_WINDOW_MOUSE_LEAVE:
         {
         {
-            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
                 return false;
                 return false;
             bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
             bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
             return true;
             return true;
@@ -403,7 +403,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
         case SDL_EVENT_WINDOW_FOCUS_GAINED:
         case SDL_EVENT_WINDOW_FOCUS_GAINED:
         case SDL_EVENT_WINDOW_FOCUS_LOST:
         case SDL_EVENT_WINDOW_FOCUS_LOST:
         {
         {
-            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
+            if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
                 return false;
                 return false;
             io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
             io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
             return true;
             return true;

+ 1 - 1
backends/imgui_impl_sdl3.h

@@ -42,6 +42,6 @@ IMGUI_IMPL_API bool     ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
 // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
 // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
 // When using manual mode, caller is responsible for opening/closing gamepad.
 // When using manual mode, caller is responsible for opening/closing gamepad.
 enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
 enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
-IMGUI_IMPL_API void     ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
+IMGUI_IMPL_API void     ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
 
 
 #endif // #ifndef IMGUI_DISABLE
 #endif // #ifndef IMGUI_DISABLE

+ 1 - 1
backends/imgui_impl_sdlrenderer2.cpp

@@ -208,7 +208,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
             }
             }
         }
         }
     }
     }
-    platform_io.Renderer_RenderState = NULL;
+    platform_io.Renderer_RenderState = nullptr;
 
 
     // Restore modified SDL_Renderer state
     // Restore modified SDL_Renderer state
     SDL_RenderSetViewport(renderer, &old.Viewport);
     SDL_RenderSetViewport(renderer, &old.Viewport);

+ 1 - 1
backends/imgui_impl_sdlrenderer3.cpp

@@ -227,7 +227,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
             }
             }
         }
         }
     }
     }
-    platform_io.Renderer_RenderState = NULL;
+    platform_io.Renderer_RenderState = nullptr;
 
 
     // Restore modified SDL_Renderer state
     // Restore modified SDL_Renderer state
     SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
     SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);

+ 2 - 2
backends/imgui_impl_vulkan.cpp

@@ -611,7 +611,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
         global_idx_offset += draw_list->IdxBuffer.Size;
         global_idx_offset += draw_list->IdxBuffer.Size;
         global_vtx_offset += draw_list->VtxBuffer.Size;
         global_vtx_offset += draw_list->VtxBuffer.Size;
     }
     }
-    platform_io.Renderer_RenderState = NULL;
+    platform_io.Renderer_RenderState = nullptr;
 
 
     // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
     // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
     // Our last values will leak into user/application rendering IF:
     // Our last values will leak into user/application rendering IF:
@@ -969,7 +969,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
     if (bd->VulkanInitInfo.UseDynamicRendering)
     if (bd->VulkanInitInfo.UseDynamicRendering)
     {
     {
         IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
         IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
-        IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL");
+        IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be nullptr");
         info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo;
         info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo;
         info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
         info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
     }
     }

+ 1 - 1
backends/imgui_impl_wgpu.cpp

@@ -518,7 +518,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
         global_idx_offset += draw_list->IdxBuffer.Size;
         global_idx_offset += draw_list->IdxBuffer.Size;
         global_vtx_offset += draw_list->VtxBuffer.Size;
         global_vtx_offset += draw_list->VtxBuffer.Size;
     }
     }
-    platform_io.Renderer_RenderState = NULL;
+    platform_io.Renderer_RenderState = nullptr;
 }
 }
 
 
 static void ImGui_ImplWGPU_CreateFontsTexture()
 static void ImGui_ImplWGPU_CreateFontsTexture()

+ 2 - 2
backends/imgui_impl_win32.cpp

@@ -588,7 +588,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
 {
 {
     // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
     // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
     // We silently allow both context or just only backend data to be nullptr.
     // We silently allow both context or just only backend data to be nullptr.
-    if (ImGui::GetCurrentContext() == NULL)
+    if (ImGui::GetCurrentContext() == nullptr)
         return 0;
         return 0;
     return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
     return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
 }
 }
@@ -597,7 +597,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
 IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
 IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
 {
 {
     ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
     ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
-    if (bd == NULL)
+    if (bd == nullptr)
         return 0;
         return 0;
     switch (msg)
     switch (msg)
     {
     {

+ 1 - 1
examples/example_win32_directx12/main.cpp

@@ -58,7 +58,7 @@ struct ExampleDescriptorHeapAllocator
     }
     }
     void Destroy()
     void Destroy()
     {
     {
-        Heap = NULL;
+        Heap = nullptr;
         FreeIndices.clear();
         FreeIndices.clear();
     }
     }
     void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)
     void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)

+ 1 - 1
misc/freetype/imgui_freetype.cpp

@@ -10,7 +10,7 @@
 //  2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics.
 //  2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics.
 //  2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG'. (#6591)
 //  2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG'. (#6591)
 //  2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
 //  2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
-//  2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
+//  2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns nullptr.
 //  2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
 //  2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
 //  2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
 //  2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
 //  2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
 //  2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).