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OCD normalising function comments not ending with a comma

ocornut há 10 anos atrás
pai
commit
e176a8b93f
1 ficheiros alterados com 38 adições e 38 exclusões
  1. 38 38
      imgui.h

+ 38 - 38
imgui.h

@@ -170,33 +170,33 @@ namespace ImGui
     IMGUI_API ImVec2        GetContentRegionMax();                                              // window or current column boundaries, in windows coordinates
     IMGUI_API ImVec2        GetWindowContentRegionMin();                                        // window boundaries, in windows coordinates
     IMGUI_API ImVec2        GetWindowContentRegionMax();
-    IMGUI_API ImDrawList*   GetWindowDrawList();                                                // get rendering command-list if you want to append your own draw primitives.
+    IMGUI_API ImDrawList*   GetWindowDrawList();                                                // get rendering command-list if you want to append your own draw primitives
     IMGUI_API ImFont*       GetWindowFont();
     IMGUI_API float         GetWindowFontSize();                                                // size (also height in pixels) of current font with current scale applied
-    IMGUI_API void          SetWindowFontScale(float scale);                                    // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows.
-    IMGUI_API ImVec2        GetWindowPos();                                                     // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing.
-    IMGUI_API ImVec2        GetWindowSize();                                                    // get current window position.
+    IMGUI_API void          SetWindowFontScale(float scale);                                    // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
+    IMGUI_API ImVec2        GetWindowPos();                                                     // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing
+    IMGUI_API ImVec2        GetWindowSize();                                                    // get current window position
     IMGUI_API float         GetWindowWidth();
     IMGUI_API bool          GetWindowCollapsed();
 
-    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);         // set next window position - call before Begin().
-    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);       // set next window size. set to ImVec2(0,0) to force an auto-fit.
-    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);      // set next window collapsed state.
+    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);         // set next window position - call before Begin()
+    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);       // set next window size. set to ImVec2(0,0) to force an auto-fit
+    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);      // set next window collapsed state
     IMGUI_API void          SetNextWindowFocus();                                               // set next window to be focused / front-most
-    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);             // set current window position - call within Begin()/End(). may incur tearing.
-    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);           // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
-    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);          // set current window collapsed state.
+    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);             // set current window position - call within Begin()/End(). may incur tearing
+    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);           // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
+    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);          // set current window collapsed state
     IMGUI_API void          SetWindowFocus();                                                   // set current window to be focused / front-most
-    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0);      // set named window position - call within Begin()/End(). may incur tearing.
-    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0);    // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
-    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0);   // set named window collapsed state.
+    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0);      // set named window position - call within Begin()/End(). may incur tearing
+    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0);    // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
+    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0);   // set named window collapsed state
     IMGUI_API void          SetWindowFocus(const char* name);                                              // set named window to be focused / front-most
 
-    IMGUI_API float         GetScrollPosY();                                                    // get scrolling position (0..GetScrollMaxY())
+    IMGUI_API float         GetScrollPosY();                                                    // get scrolling position [0..GetScrollMaxY()]
     IMGUI_API float         GetScrollMaxY();                                                    // get maximum scrolling position == ContentSize.Y - WindowSize.Y
-    IMGUI_API void          SetScrollPosHere();                                                 // adjust scrolling position to center into the current cursor position.
-    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget.
-    IMGUI_API void          SetStateStorage(ImGuiStorage* tree);                                // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
+    IMGUI_API void          SetScrollPosHere();                                                 // adjust scrolling position to center into the current cursor position
+    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
+    IMGUI_API void          SetStateStorage(ImGuiStorage* tree);                                // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
     IMGUI_API ImGuiStorage* GetStateStorage();
 
     // Parameters stacks (shared)
@@ -212,15 +212,15 @@ namespace ImGui
     IMGUI_API void          PushItemWidth(float item_width);                                    // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -0.01f always align width to the right side)
     IMGUI_API void          PopItemWidth();
     IMGUI_API float         CalcItemWidth();                                                    // width of item given pushed settings and current cursor position
-    IMGUI_API void          PushAllowKeyboardFocus(bool v);                                     // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
+    IMGUI_API void          PushAllowKeyboardFocus(bool v);                                     // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
     IMGUI_API void          PopAllowKeyboardFocus();
-    IMGUI_API void          PushTextWrapPos(float wrap_pos_x = 0.0f);                           // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space.
+    IMGUI_API void          PushTextWrapPos(float wrap_pos_x = 0.0f);                           // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
     IMGUI_API void          PopTextWrapPos();
 
     // Tooltip
-    IMGUI_API void          SetTooltip(const char* fmt, ...);                                   // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
+    IMGUI_API void          SetTooltip(const char* fmt, ...);                                   // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
     IMGUI_API void          SetTooltipV(const char* fmt, va_list args);
-    IMGUI_API void          BeginTooltip();                                                     // use to create full-featured tooltip windows that aren't just text.
+    IMGUI_API void          BeginTooltip();                                                     // use to create full-featured tooltip windows that aren't just text
     IMGUI_API void          EndTooltip();
 
     // Layout
@@ -234,8 +234,8 @@ namespace ImGui
     IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border=true);    // setup number of columns
     IMGUI_API void          NextColumn();                                                       // next column
     IMGUI_API int           GetColumnIndex();                                                   // get current column index
-    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this.
-    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column.
+    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
+    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
     IMGUI_API float         GetColumnWidth(int column_index = -1);                              // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
     IMGUI_API int           GetColumnsCount();                                                  // number of columns (what was passed to Columns())
     IMGUI_API ImVec2        GetCursorPos();                                                     // cursor position is relative to window position
@@ -244,20 +244,20 @@ namespace ImGui
     IMGUI_API void          SetCursorPos(const ImVec2& pos);                                    // "
     IMGUI_API void          SetCursorPosX(float x);                                             // "
     IMGUI_API void          SetCursorPosY(float y);                                             // "
-    IMGUI_API ImVec2        GetCursorScreenPos();                                               // cursor position in absolute screen coordinates (0..io.DisplaySize)
-    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                              // cursor position in absolute screen coordinates (0..io.DisplaySize)
-    IMGUI_API void          AlignFirstTextHeightToWidgets();                                    // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets.
+    IMGUI_API ImVec2        GetCursorScreenPos();                                               // cursor position in absolute screen coordinates [0..io.DisplaySize]
+    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                              // cursor position in absolute screen coordinates [0..io.DisplaySize]
+    IMGUI_API void          AlignFirstTextHeightToWidgets();                                    // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
     IMGUI_API float         GetTextLineHeight();                                                // height of font == GetWindowFontSize()
     IMGUI_API float         GetTextLineHeightWithSpacing();                                     // spacing (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
 
     // ID scopes
-    // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
+    // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them
     // You can also use "##extra" within your widget name to distinguish them from each others (see 'Programmer Guide')
     IMGUI_API void          PushID(const char* str_id);                                         // push identifier into the ID stack. IDs are hash of the *entire* stack!
     IMGUI_API void          PushID(const void* ptr_id);
     IMGUI_API void          PushID(const int int_id);
     IMGUI_API void          PopID();
-    IMGUI_API ImGuiID       GetID(const char* str_id);                                          // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed.
+    IMGUI_API ImGuiID       GetID(const char* str_id);                                          // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
     IMGUI_API ImGuiID       GetID(const void* ptr_id);
 
     // Widgets
@@ -267,7 +267,7 @@ namespace ImGui
     IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args);
     IMGUI_API void          TextWrapped(const char* fmt, ...);                                  // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
     IMGUI_API void          TextWrappedV(const char* fmt, va_list args);
-    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);     // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text.
+    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);     // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
     IMGUI_API void          LabelText(const char* label, const char* fmt, ...);                 // display text+label aligned the same way as value+label widgets 
     IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args);
     IMGUI_API void          Bullet();
@@ -277,9 +277,9 @@ namespace ImGui
     IMGUI_API bool          SmallButton(const char* label);
     IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);
     IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
-    IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
+    IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no padding
     IMGUI_API bool          CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false);
-    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);     // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
+    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);     // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
     IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
     IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
     IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
@@ -353,7 +353,7 @@ namespace ImGui
 
     // Utilities
     IMGUI_API bool          IsItemHovered();                                                    // was the last item hovered by mouse?
-    IMGUI_API bool          IsItemHoveredRectOnly();                                            // was the last item hovered by mouse? even if another item is active while we are hovering this.
+    IMGUI_API bool          IsItemHoveredRectOnly();                                            // was the last item hovered by mouse? even if another item is active while we are hovering this
     IMGUI_API bool          IsItemActive();                                                     // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
     IMGUI_API bool          IsAnyItemActive();                                                  // 
     IMGUI_API ImVec2        GetItemRectMin();                                                   // get bounding rect of last item
@@ -369,20 +369,20 @@ namespace ImGui
     IMGUI_API bool          IsMouseHoveringWindow();                                            // is mouse hovering current window ("window" in API names always refer to current window)
     IMGUI_API bool          IsMouseHoveringAnyWindow();                                         // is mouse hovering any active imgui window
     IMGUI_API bool          IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect
-    IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold.
+    IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
     IMGUI_API bool          IsPosHoveringAnyWindow(const ImVec2& pos);                          // is given position hovering any active imgui window
     IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
-    IMGUI_API ImVec2        GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f);    // dragging amount, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold.
-    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you.
+    IMGUI_API ImVec2        GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f);    // dragging amount, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
+    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
     IMGUI_API void          SetMouseCursor(ImGuiMouseCursor type);                              // set desired cursor type
     IMGUI_API float         GetTime();
     IMGUI_API int           GetFrameCount();
     IMGUI_API const char*   GetStyleColName(ImGuiCol idx);
-    IMGUI_API ImVec2        CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f);   // utility to find the closest point the last item bounding rectangle edge. useful to visually link items.
+    IMGUI_API ImVec2        CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f);   // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
     IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
-    IMGUI_API void          CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end);    // helper to manually clip large list of items. see comments in implementation.
+    IMGUI_API void          CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end);    // helper to manually clip large list of items. see comments in implementation
 
-    IMGUI_API void          BeginChildFrame(ImGuiID id, const ImVec2& size);                    // helper to create a child window / scrolling region that looks like a normal widget frame.
+    IMGUI_API void          BeginChildFrame(ImGuiID id, const ImVec2& size);                    // helper to create a child window / scrolling region that looks like a normal widget frame
     IMGUI_API void          EndChildFrame();
 
     IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);