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https://github.com/ocornut/imgui.git
synced 2025-02-20 20:41:10 +01:00
Fix typos and use nullptr in backends. Amend 506f7e0
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@ -595,7 +595,7 @@ void ImGui_ImplDX10_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplDX10_ViewportData
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{
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IDXGISwapChain* SwapChain;
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@ -612,7 +612,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
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viewport->RendererUserData = vd;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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@ -646,7 +646,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
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// The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
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if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
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{
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if (vd->SwapChain)
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@ -612,7 +612,7 @@ void ImGui_ImplDX11_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplDX11_ViewportData
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{
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IDXGISwapChain* SwapChain;
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@ -629,7 +629,7 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
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viewport->RendererUserData = vd;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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@ -847,7 +847,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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viewport->RendererUserData = vd;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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@ -962,7 +962,7 @@ static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
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static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
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{
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@ -404,7 +404,7 @@ void ImGui_ImplDX9_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplDX9_ViewportData
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{
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IDirect3DSwapChain9* SwapChain;
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@ -421,7 +421,7 @@ static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
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viewport->RendererUserData = vd;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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@ -443,7 +443,7 @@ static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
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if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
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{
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if (vd->SwapChain)
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@ -886,7 +886,7 @@ static void ImGui_ImplGlfw_UpdateMonitors()
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int x, y;
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glfwGetMonitorPos(glfw_monitors[n], &x, &y);
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const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
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if (vid_mode == NULL)
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if (vid_mode == nullptr)
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continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
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monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
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monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
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@ -944,7 +944,7 @@ void ImGui_ImplGlfw_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplGlfw_ViewportData
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{
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GLFWwindow* Window;
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@ -411,7 +411,7 @@ static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
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viewport->RendererUserData = data;
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// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the NSWindow*.
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// Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*.
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void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
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IM_ASSERT(handle != nullptr);
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@ -434,7 +434,7 @@ static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
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if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
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IM_DELETE(data);
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viewport->RendererUserData = nullptr;
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@ -904,7 +904,7 @@ static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport)
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data->Window = nil;
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IM_DELETE(data);
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}
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viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = NULL;
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viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr;
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}
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static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport)
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@ -1080,17 +1080,17 @@ static void ImGui_ImplOSX_ShutdownPlatformInterface()
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[NSNotificationCenter.defaultCenter removeObserver:bd->Observer
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name:NSApplicationDidChangeScreenParametersNotification
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object:nil];
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bd->Observer = NULL;
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bd->Window = NULL;
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if (bd->Monitor != NULL)
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bd->Observer = nullptr;
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bd->Window = nullptr;
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if (bd->Monitor != nullptr)
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{
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[NSEvent removeMonitor:bd->Monitor];
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bd->Monitor = NULL;
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bd->Monitor = nullptr;
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}
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)main_viewport->PlatformUserData;
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IM_DELETE(data);
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main_viewport->PlatformUserData = NULL;
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main_viewport->PlatformUserData = nullptr;
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ImGui::DestroyPlatformWindows();
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}
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@ -777,7 +777,7 @@ void ImGui_ImplSDL2_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplSDL2_ViewportData
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{
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SDL_Window* Window;
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@ -699,7 +699,7 @@ void ImGui_ImplSDL3_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplSDL3_ViewportData
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{
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SDL_Window* Window;
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@ -97,7 +97,7 @@ struct ImGui_ImplVulkanH_WindowRenderBuffers
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};
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// For multi-viewport support:
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplVulkan_ViewportData
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{
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bool WindowOwned;
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@ -1558,7 +1558,7 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
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ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
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if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData)
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{
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@ -892,7 +892,7 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplWin32_ViewportData
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{
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HWND Hwnd;
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@ -1019,7 +1019,7 @@ static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
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IM_ASSERT(vd->Hwnd != 0);
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RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
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::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
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::SetWindowPos(vd->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
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::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
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}
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static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
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@ -279,7 +279,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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//const int dpi = HIWORD(wParam);
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//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
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const RECT* suggested_rect = (RECT*)lParam;
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::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
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::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
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}
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break;
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}
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@ -221,7 +221,7 @@ int main(int, char**)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
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ImGui::RenderPlatformWindowsDefault(nullptr, (void*)g_pd3dCommandList);
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}
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g_pSwapChain->Present(1, 0); // Present with vsync
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@ -262,7 +262,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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//const int dpi = HIWORD(wParam);
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//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
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const RECT* suggested_rect = (RECT*)lParam;
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::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
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::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
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}
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break;
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}
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