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Internals: ImRect: Minor formatting tweaks.

omar 7 years ago
parent
commit
6ec00a366a
1 changed files with 20 additions and 20 deletions
  1. 20 20
      imgui_internal.h

+ 20 - 20
imgui_internal.h

@@ -269,26 +269,26 @@ struct IMGUI_API ImRect
     ImRect(const ImVec4& v)                         : Min(v.x, v.y), Max(v.z, v.w)                  {}
     ImRect(float x1, float y1, float x2, float y2)  : Min(x1, y1), Max(x2, y2)                      {}
 
-    ImVec2      GetCenter() const               { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
-    ImVec2      GetSize() const                 { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
-    float       GetWidth() const                { return Max.x-Min.x; }
-    float       GetHeight() const               { return Max.y-Min.y; }
-    ImVec2      GetTL() const                   { return Min; }                   // Top-left
-    ImVec2      GetTR() const                   { return ImVec2(Max.x, Min.y); }  // Top-right
-    ImVec2      GetBL() const                   { return ImVec2(Min.x, Max.y); }  // Bottom-left
-    ImVec2      GetBR() const                   { return Max; }                   // Bottom-right
-    bool        Contains(const ImVec2& p) const { return p.x >= Min.x     && p.y >= Min.y     && p.x < Max.x     && p.y < Max.y; }
-    bool        Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
-    bool        Overlaps(const ImRect& r) const { return r.Min.y < Max.y  && r.Max.y > Min.y  && r.Min.x < Max.x && r.Max.x > Min.x; }
-    void        Add(const ImVec2& rhs)          { if (Min.x > rhs.x)     Min.x = rhs.x;     if (Min.y > rhs.y) Min.y = rhs.y;         if (Max.x < rhs.x) Max.x = rhs.x;         if (Max.y < rhs.y) Max.y = rhs.y; }
-    void        Add(const ImRect& rhs)          { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
-    void        Expand(const float amount)      { Min.x -= amount;   Min.y -= amount;   Max.x += amount;   Max.y += amount; }
-    void        Expand(const ImVec2& amount)    { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
-    void        Translate(const ImVec2& v)      { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
-    void        ClipWith(const ImRect& clip)    { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
-    void        Floor()                         { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
-    void        FixInverted()                   { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
-    bool        IsFinite() const                { return Min.x != FLT_MAX; }
+    ImVec2      GetCenter() const                   { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
+    ImVec2      GetSize() const                     { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
+    float       GetWidth() const                    { return Max.x - Min.x; }
+    float       GetHeight() const                   { return Max.y - Min.y; }
+    ImVec2      GetTL() const                       { return Min; }                   // Top-left
+    ImVec2      GetTR() const                       { return ImVec2(Max.x, Min.y); }  // Top-right
+    ImVec2      GetBL() const                       { return ImVec2(Min.x, Max.y); }  // Bottom-left
+    ImVec2      GetBR() const                       { return Max; }                   // Bottom-right
+    bool        Contains(const ImVec2& p) const     { return p.x     >= Min.x && p.y     >= Min.y && p.x     < Max.x && p.y     < Max.y; }
+    bool        Contains(const ImRect& r) const     { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
+    bool        Overlaps(const ImRect& r) const     { return r.Min.y <  Max.y && r.Max.y >  Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
+    void        Add(const ImVec2& p)                { if (Min.x > p.x)     Min.x = p.x;     if (Min.y > p.y)     Min.y = p.y;     if (Max.x < p.x)     Max.x = p.x;     if (Max.y < p.y)     Max.y = p.y; }
+    void        Add(const ImRect& r)                { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
+    void        Expand(const float amount)          { Min.x -= amount;   Min.y -= amount;   Max.x += amount;   Max.y += amount; }
+    void        Expand(const ImVec2& amount)        { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
+    void        Translate(const ImVec2& v)          { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
+    void        ClipWith(const ImRect& r)           { if (Min.x < r.Min.x) Min.x = r.Min.x; if (Min.y < r.Min.y) Min.y = r.Min.y; if (Max.x > r.Max.x) Max.x = r.Max.x; if (Max.y > r.Max.y) Max.y = r.Max.y; }
+    void        Floor()                             { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
+    void        FixInverted()                       { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
+    bool        IsFinite() const                    { return Min.x != FLT_MAX; }
 };
 
 // Stacked color modifier, backup of modified data so we can restore it