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mirror of https://github.com/ocornut/imgui.git synced 2025-02-20 20:41:10 +01:00

Fix typos and use nullptr in backends. Amend 506f7e0

This commit is contained in:
ocornut 2023-04-11 16:19:59 +02:00
parent aec062a8a5
commit bed11b35d1
14 changed files with 29 additions and 29 deletions

View File

@ -595,7 +595,7 @@ void ImGui_ImplDX10_NewFrame()
// 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..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX10_ViewportData
{
IDXGISwapChain* SwapChain;
@ -612,7 +612,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
@ -646,7 +646,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
// The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)

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@ -612,7 +612,7 @@ void ImGui_ImplDX11_NewFrame()
// 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..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX11_ViewportData
{
IDXGISwapChain* SwapChain;
@ -629,7 +629,7 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);

View File

@ -847,7 +847,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
@ -962,7 +962,7 @@ static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
{

View File

@ -404,7 +404,7 @@ void ImGui_ImplDX9_NewFrame()
// 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..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX9_ViewportData
{
IDirect3DSwapChain9* SwapChain;
@ -421,7 +421,7 @@ static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
@ -443,7 +443,7 @@ static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)

View File

@ -886,7 +886,7 @@ static void ImGui_ImplGlfw_UpdateMonitors()
int x, y;
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
if (vid_mode == NULL)
if (vid_mode == nullptr)
continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
@ -944,7 +944,7 @@ void ImGui_ImplGlfw_NewFrame()
// 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..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplGlfw_ViewportData
{
GLFWwindow* Window;

View File

@ -411,7 +411,7 @@ static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
viewport->RendererUserData = data;
// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the NSWindow*.
// Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*.
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
IM_ASSERT(handle != nullptr);
@ -434,7 +434,7 @@ static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
IM_DELETE(data);
viewport->RendererUserData = nullptr;

View File

@ -904,7 +904,7 @@ static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport)
data->Window = nil;
IM_DELETE(data);
}
viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = NULL;
viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr;
}
static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport)
@ -1080,17 +1080,17 @@ static void ImGui_ImplOSX_ShutdownPlatformInterface()
[NSNotificationCenter.defaultCenter removeObserver:bd->Observer
name:NSApplicationDidChangeScreenParametersNotification
object:nil];
bd->Observer = NULL;
bd->Window = NULL;
if (bd->Monitor != NULL)
bd->Observer = nullptr;
bd->Window = nullptr;
if (bd->Monitor != nullptr)
{
[NSEvent removeMonitor:bd->Monitor];
bd->Monitor = NULL;
bd->Monitor = nullptr;
}
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)main_viewport->PlatformUserData;
IM_DELETE(data);
main_viewport->PlatformUserData = NULL;
main_viewport->PlatformUserData = nullptr;
ImGui::DestroyPlatformWindows();
}

View File

@ -777,7 +777,7 @@ void ImGui_ImplSDL2_NewFrame()
// 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..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL2_ViewportData
{
SDL_Window* Window;

View File

@ -699,7 +699,7 @@ void ImGui_ImplSDL3_NewFrame()
// 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..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL3_ViewportData
{
SDL_Window* Window;

View File

@ -97,7 +97,7 @@ struct ImGui_ImplVulkanH_WindowRenderBuffers
};
// For multi-viewport support:
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplVulkan_ViewportData
{
bool WindowOwned;
@ -1558,7 +1558,7 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData)
{

View File

@ -892,7 +892,7 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
// 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..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplWin32_ViewportData
{
HWND Hwnd;
@ -1019,7 +1019,7 @@ static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
::SetWindowPos(vd->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
}
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)
//const int dpi = HIWORD(wParam);
//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
const RECT* suggested_rect = (RECT*)lParam;
::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);
::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);
}
break;
}

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@ -221,7 +221,7 @@ int main(int, char**)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
ImGui::RenderPlatformWindowsDefault(nullptr, (void*)g_pd3dCommandList);
}
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)
//const int dpi = HIWORD(wParam);
//printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
const RECT* suggested_rect = (RECT*)lParam;
::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);
::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);
}
break;
}