فهرست منبع

Using nullptr in remaining examples/backends locations. (#6313, #7071, #4537)

ocornut 1 سال پیش
والد
کامیت
c6ec69c7c1
3فایلهای تغییر یافته به همراه10 افزوده شده و 10 حذف شده
  1. 2 2
      backends/imgui_impl_sdl3.cpp
  2. 1 1
      examples/example_sdl3_sdlrenderer3/main.cpp
  3. 7 7
      examples/example_win32_opengl3/main.cpp

+ 2 - 2
backends/imgui_impl_sdl3.cpp

@@ -339,9 +339,9 @@ static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Win
     IM_UNUSED(window);
     IM_UNUSED(window);
     viewport->PlatformHandleRaw = nullptr;
     viewport->PlatformHandleRaw = nullptr;
 #if defined(__WIN32__) && !defined(__WINRT__)
 #if defined(__WIN32__) && !defined(__WINRT__)
-    viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", NULL);
+    viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
 #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
 #elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
-    viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", NULL);
+    viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
 #endif
 #endif
 }
 }
 
 

+ 1 - 1
examples/example_sdl3_sdlrenderer3/main.cpp

@@ -42,7 +42,7 @@ int main(int, char**)
         printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
         printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
         return -1;
         return -1;
     }
     }
-    SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
+    SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
     if (renderer == nullptr)
     if (renderer == nullptr)
     {
     {
         SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
         SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());

+ 7 - 7
examples/example_win32_opengl3/main.cpp

@@ -38,9 +38,9 @@ int main(int, char**)
 {
 {
     // Create application window
     // Create application window
     //ImGui_ImplWin32_EnableDpiAwareness();
     //ImGui_ImplWin32_EnableDpiAwareness();
-    WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
+    WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
     ::RegisterClassExW(&wc);
     ::RegisterClassExW(&wc);
-    HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+    HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+OpenGL3 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
 
 
     // Initialize OpenGL
     // Initialize OpenGL
     if (!CreateDeviceWGL(hwnd, &g_MainWindow))
     if (!CreateDeviceWGL(hwnd, &g_MainWindow))
@@ -74,7 +74,7 @@ int main(int, char**)
     // Load Fonts
     // Load Fonts
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
-    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
     // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
     // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
     // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
     // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
     // - Read 'docs/FONTS.md' for more instructions and details.
     // - Read 'docs/FONTS.md' for more instructions and details.
@@ -84,8 +84,8 @@ int main(int, char**)
     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
-    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
-    //IM_ASSERT(font != NULL);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
 
 
     // Our state
     // Our state
     bool show_demo_window = true;
     bool show_demo_window = true;
@@ -99,7 +99,7 @@ int main(int, char**)
         // Poll and handle messages (inputs, window resize, etc.)
         // Poll and handle messages (inputs, window resize, etc.)
         // See the WndProc() function below for our to dispatch events to the Win32 backend.
         // See the WndProc() function below for our to dispatch events to the Win32 backend.
         MSG msg;
         MSG msg;
-        while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+        while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
         {
         {
             ::TranslateMessage(&msg);
             ::TranslateMessage(&msg);
             ::DispatchMessage(&msg);
             ::DispatchMessage(&msg);
@@ -200,7 +200,7 @@ bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data)
 
 
 void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data)
 void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data)
 {
 {
-    wglMakeCurrent(NULL, NULL);
+    wglMakeCurrent(nullptr, nullptr);
     ::ReleaseDC(hWnd, data->hDC);
     ::ReleaseDC(hWnd, data->hDC);
 }
 }