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Trim trailing spaces

ocornut 9 lat temu
rodzic
commit
7661b1e778

+ 18 - 18
examples/allegro5_example/imgui_impl_a5.cpp

@@ -40,14 +40,14 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
     al_get_blender(&op, &src, &dst);
     al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
 
-    for (int n = 0; n < draw_data->CmdListsCount; n++) 
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
     {
         const ImDrawList* cmd_list = draw_data->CmdLists[n];
 
         // FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
         static ImVector<ImDrawVertAllegro> vertices;
         vertices.resize(cmd_list->VtxBuffer.size());
-        for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i) 
+        for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
         {
             const ImDrawVert &dv = cmd_list->VtxBuffer[i];
             ImDrawVertAllegro v;
@@ -62,18 +62,18 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
         // You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices
         static ImVector<int> indices;
         indices.resize(cmd_list->IdxBuffer.size());
-        for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i) 
+        for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
             indices[i] = (int)cmd_list->IdxBuffer.Data[i];
 
         int idx_offset = 0;
-        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) 
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
         {
             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
-            if (pcmd->UserCallback) 
+            if (pcmd->UserCallback)
             {
                 pcmd->UserCallback(cmd_list, pcmd);
             }
-            else 
+            else
             {
                 ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
                 al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y);
@@ -104,11 +104,11 @@ bool Imgui_ImplA5_CreateDeviceObjects()
     ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
     al_set_new_bitmap_flags(flags);
     al_set_new_bitmap_format(fmt);
-    if (!img) 
+    if (!img)
         return false;
 
     ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
-    if (!locked_img) 
+    if (!locked_img)
     {
         al_destroy_bitmap(img);
         return false;
@@ -119,7 +119,7 @@ bool Imgui_ImplA5_CreateDeviceObjects()
     // Convert software texture to hardware texture.
     ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
     al_destroy_bitmap(img);
-    if (!cloned_img) 
+    if (!cloned_img)
         return false;
 
     // Store our identifier
@@ -137,7 +137,7 @@ bool Imgui_ImplA5_CreateDeviceObjects()
 
 void ImGui_ImplA5_InvalidateDeviceObjects()
 {
-    if (g_Texture) 
+    if (g_Texture)
     {
         al_destroy_bitmap(g_Texture);
         ImGui::GetIO().Fonts->TexID = NULL;
@@ -153,11 +153,11 @@ void ImGui_ImplA5_InvalidateDeviceObjects()
 bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
 {
     g_Display = display;
-   
-    // Create custom vertex declaration. 
+
+    // Create custom vertex declaration.
     // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
     // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
-    ALLEGRO_VERTEX_ELEMENT elems[] = 
+    ALLEGRO_VERTEX_ELEMENT elems[] =
     {
         { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) },
         { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) },
@@ -205,13 +205,13 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
 {
     ImGuiIO &io = ImGui::GetIO();
 
-    switch (ev->type) 
+    switch (ev->type)
     {
     case ALLEGRO_EVENT_MOUSE_AXES:
         io.MouseWheel += ev->mouse.dz;
         return true;
     case ALLEGRO_EVENT_KEY_CHAR:
-        if (ev->keyboard.display == g_Display) 
+        if (ev->keyboard.display == g_Display)
             if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
                 io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
         return true;
@@ -227,7 +227,7 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
 
 void ImGui_ImplA5_NewFrame()
 {
-    if (!g_Texture) 
+    if (!g_Texture)
         Imgui_ImplA5_CreateDeviceObjects();
 
     ImGuiIO &io = ImGui::GetIO();
@@ -251,12 +251,12 @@ void ImGui_ImplA5_NewFrame()
     io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
 
     ALLEGRO_MOUSE_STATE mouse;
-    if (keys.display == g_Display) 
+    if (keys.display == g_Display)
     {
         al_get_mouse_state(&mouse);
         io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
     }
-    else 
+    else
     {
         io.MousePos = ImVec2(-1, -1);
     }

+ 4 - 4
examples/allegro5_example/main.cpp

@@ -9,7 +9,7 @@
 
 int main(int, char**)
 {
-    // Setup Allegro 
+    // Setup Allegro
     al_init();
     al_install_keyboard();
     al_install_mouse();
@@ -41,7 +41,7 @@ int main(int, char**)
 
     // Main loop
     bool running = true;
-    while (running) 
+    while (running)
     {
         ALLEGRO_EVENT ev;
         while (al_get_next_event(queue, &ev))
@@ -70,7 +70,7 @@ int main(int, char**)
         }
 
         // 2. Show another simple window, this time using an explicit Begin/End pair
-        if (show_another_window) 
+        if (show_another_window)
         {
             ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver);
             ImGui::Begin("Another Window", &show_another_window);
@@ -79,7 +79,7 @@ int main(int, char**)
         }
 
         // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
-        if (show_test_window) 
+        if (show_test_window)
         {
             ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
             ImGui::ShowTestWindow(&show_test_window);

+ 1 - 1
examples/directx10_example/main.cpp

@@ -21,7 +21,7 @@ void CreateRenderTarget()
     g_pSwapChain->GetDesc(&sd);
 
     // Create the render target
-    ID3D10Texture2D* pBackBuffer;               
+    ID3D10Texture2D* pBackBuffer;
     D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
     ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
     render_target_view_desc.Format = sd.BufferDesc.Format;

+ 2 - 2
examples/directx11_example/imgui_impl_dx11.cpp

@@ -163,7 +163,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
             {
                 const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
                 g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
-                g_pd3dDeviceContext->RSSetScissorRects(1, &r); 
+                g_pd3dDeviceContext->RSSetScissorRects(1, &r);
                 g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
             }
             idx_offset += pcmd->ElemCount;
@@ -292,7 +292,7 @@ bool    ImGui_ImplDX11_CreateDeviceObjects()
 
     // Create the vertex shader
     {
-        static const char* vertexShader = 
+        static const char* vertexShader =
             "cbuffer vertexBuffer : register(b0) \
             {\
             float4x4 ProjectionMatrix; \

+ 1 - 1
examples/directx11_example/main.cpp

@@ -21,7 +21,7 @@ void CreateRenderTarget()
     g_pSwapChain->GetDesc(&sd);
 
     // Create the render target
-    ID3D11Texture2D* pBackBuffer;               
+    ID3D11Texture2D* pBackBuffer;
     D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
     ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
     render_target_view_desc.Format = sd.BufferDesc.Format;

+ 11 - 11
examples/directx9_example/imgui_impl_dx9.cpp

@@ -97,8 +97,8 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
     g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
     g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
     g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
-    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );   
-    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );   
+    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
+    g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
     g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
     g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
     g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
@@ -148,26 +148,26 @@ IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LP
         io.MouseDown[0] = true;
         return true;
     case WM_LBUTTONUP:
-        io.MouseDown[0] = false; 
+        io.MouseDown[0] = false;
         return true;
     case WM_RBUTTONDOWN:
-        io.MouseDown[1] = true; 
+        io.MouseDown[1] = true;
         return true;
     case WM_RBUTTONUP:
-        io.MouseDown[1] = false; 
+        io.MouseDown[1] = false;
         return true;
     case WM_MBUTTONDOWN:
-        io.MouseDown[2] = true; 
+        io.MouseDown[2] = true;
         return true;
     case WM_MBUTTONUP:
-        io.MouseDown[2] = false; 
+        io.MouseDown[2] = false;
         return true;
     case WM_MOUSEWHEEL:
         io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
         return true;
     case WM_MOUSEMOVE:
         io.MousePos.x = (signed short)(lParam);
-        io.MousePos.y = (signed short)(lParam >> 16); 
+        io.MousePos.y = (signed short)(lParam >> 16);
         return true;
     case WM_KEYDOWN:
         if (wParam < 256)
@@ -191,7 +191,7 @@ bool    ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
     g_hWnd = (HWND)hwnd;
     g_pd3dDevice = device;
 
-    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) 
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
         return false;
     if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
         return false;
@@ -244,7 +244,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
     if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8B8G8R8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
         return false;
     D3DLOCKED_RECT tex_locked_rect;
-    if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) 
+    if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
         return false;
     for (int y = 0; y < height; y++)
         memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
@@ -301,7 +301,7 @@ void ImGui_ImplDX9_NewFrame()
 
     // Setup time step
     INT64 current_time;
-    QueryPerformanceCounter((LARGE_INTEGER *)&current_time); 
+    QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
     io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
     g_Time = current_time;
 

+ 13 - 13
examples/marmalade_example/imgui_impl_marmalade.cpp

@@ -13,7 +13,7 @@
 #include "imgui_impl_marmalade.h"
 
 #include <s3eClipboard.h>
-#include <s3ePointer.h> 
+#include <s3ePointer.h>
 #include <s3eKeyboard.h>
 #include <IwTexture.h>
 #include <IwGx.h>
@@ -47,7 +47,7 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
         CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
         CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
 
-        for( int i=0; i < nVert; i++ ) 
+        for( int i=0; i < nVert; i++ )
         {
             // TODO: optimize multiplication on gpu using vertex shader
             pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x;
@@ -92,12 +92,12 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
 
 static const char* ImGui_Marmalade_GetClipboardText()
 {
-    if (s3eClipboardAvailable()) 
+    if (s3eClipboardAvailable())
     {
         int size = s3eClipboardGetText(NULL, 0);
-        if (size > 0) 
+        if (size > 0)
         {
-            if (g_ClipboardText) 
+            if (g_ClipboardText)
             {
                 delete[] g_ClipboardText;
                 g_ClipboardText = NULL;
@@ -124,7 +124,7 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa
     // S3E_POINTER_BUTTON_SELECT
     s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
 
-    if (pEvent->m_Pressed == 1) 
+    if (pEvent->m_Pressed == 1)
     {
         if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
             g_MousePressed[0] = true;
@@ -149,7 +149,7 @@ int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
         io.KeysDown[e->m_Key] = true;
     if (e->m_Pressed == 0)
         io.KeysDown[e->m_Key] = false;
-    
+
     io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
     io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
     io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
@@ -196,7 +196,7 @@ bool ImGui_Marmalade_CreateDeviceObjects()
 
 void    ImGui_Marmalade_InvalidateDeviceObjects()
 {
-    if (g_ClipboardText) 
+    if (g_ClipboardText)
     {
         delete[] g_ClipboardText;
         g_ClipboardText = NULL;
@@ -278,8 +278,8 @@ void ImGui_Marmalade_NewFrame()
     mouse_x = s3ePointerGetX();
     mouse_y = s3ePointerGetY();
     io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y);   // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
-   
-    for (int i = 0; i < 3; i++) 
+
+    for (int i = 0; i < 3; i++)
     {
         io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP;    // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
         g_MousePressed[i] = false;
@@ -296,15 +296,15 @@ void ImGui_Marmalade_NewFrame()
 
      // Show/hide OSD keyboard
     if (io.WantTextInput)
-    {    
+    {
         // Some text input widget is active?
-        if (!g_osdKeyboardEnabled) 
+        if (!g_osdKeyboardEnabled)
         {
             g_osdKeyboardEnabled = true;
             s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1);    // show OSD keyboard
         }
     }
-    else 
+    else
     {
         // No text input widget is active
         if (g_osdKeyboardEnabled)

+ 1 - 1
examples/opengl_example/imgui_impl_glfw.cpp

@@ -265,7 +265,7 @@ void ImGui_ImplGlfw_NewFrame()
     {
         io.MousePos = ImVec2(-1,-1);
     }
-   
+
     for (int i = 0; i < 3; i++)
     {
         io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0;    // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.

+ 1 - 1
examples/sdl_opengl3_example/main.cpp

@@ -98,7 +98,7 @@ int main(int, char**)
 
     // Cleanup
     ImGui_ImplSdlGL3_Shutdown();
-    SDL_GL_DeleteContext(glcontext);  
+    SDL_GL_DeleteContext(glcontext);
     SDL_DestroyWindow(window);
     SDL_Quit();
 

+ 3 - 3
examples/sdl_opengl_example/imgui_impl_sdl.cpp

@@ -207,11 +207,11 @@ bool    ImGui_ImplSdl_Init(SDL_Window* window)
     io.KeyMap[ImGuiKey_X] = SDLK_x;
     io.KeyMap[ImGuiKey_Y] = SDLK_y;
     io.KeyMap[ImGuiKey_Z] = SDLK_z;
-    
+
     io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists;   // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
     io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
     io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
-    
+
 #ifdef _WIN32
     SDL_SysWMinfo wmInfo;
     SDL_VERSION(&wmInfo.version);
@@ -257,7 +257,7 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
         io.MousePos = ImVec2((float)mx, (float)my);   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
     else
         io.MousePos = ImVec2(-1,-1);
-   
+
     io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;		// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
     io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
     io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;

+ 1 - 1
examples/sdl_opengl_example/main.cpp

@@ -95,7 +95,7 @@ int main(int, char**)
 
     // Cleanup
     ImGui_ImplSdl_Shutdown();
-    SDL_GL_DeleteContext(glcontext);  
+    SDL_GL_DeleteContext(glcontext);
     SDL_DestroyWindow(window);
     SDL_Quit();