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@@ -2029,7 +2029,7 @@ bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
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bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
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bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
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bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
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- return ((b1 == b2) && (b2 == b3));
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+ return (b1 == b2) && (b2 == b3);
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}
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void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
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@@ -3129,7 +3129,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
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static bool GetSkipItemForListClipping()
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{
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ImGuiContext& g = *GImGui;
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- return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
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+ return g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems;
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}
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static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
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@@ -5290,7 +5290,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
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static bool IsWindowActiveAndVisible(ImGuiWindow* window)
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{
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- return (window->Active) && (!window->Hidden);
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+ return window->Active && !window->Hidden;
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}
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// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
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@@ -5692,7 +5692,7 @@ static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
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return d;
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if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
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return d;
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- return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
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+ return a->BeginOrderWithinParent - b->BeginOrderWithinParent;
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}
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static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
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@@ -6168,7 +6168,7 @@ bool ImGui::IsItemDeactivated()
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ImGuiContext& g = *GImGui;
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if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
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return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
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- return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount);
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+ return g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount;
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}
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bool ImGui::IsItemDeactivatedAfterEdit()
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@@ -9394,7 +9394,7 @@ int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, flo
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if (t0 >= t1)
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return 0;
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if (repeat_rate <= 0.0f)
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- return (t0 < repeat_delay) && (t1 >= repeat_delay);
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+ return t0 < repeat_delay && t1 >= repeat_delay;
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const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
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const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
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const int count = count_t1 - count_t0;
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@@ -10513,7 +10513,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
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ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
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if (owner_id == ImGuiKeyOwner_Any)
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- return (owner_data->LockThisFrame == false);
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+ return owner_data->LockThisFrame == false;
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// Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
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// are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
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@@ -12693,7 +12693,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
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if (flags & ImGuiFocusedFlags_ChildWindows)
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return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
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else
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- return (ref_window == cur_window);
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+ return ref_window == cur_window;
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}
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static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
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