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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 08:49:18 +02:00
reformat: use auto on certain types
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@@ -501,7 +501,7 @@ void ui_layer::clear_panels()
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void ui_layer::add_owned_panel(ui_panel *Panel)
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{
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for (auto &panel : m_ownedpanels)
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for (const auto &panel : m_ownedpanels)
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if (panel->name() == Panel->name())
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{
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delete Panel;
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@@ -516,7 +516,7 @@ void ui_layer::render_panels()
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{
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for (auto *panel : m_panels)
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panel->render();
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for (auto &panel : m_ownedpanels)
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for (const auto &panel : m_ownedpanels)
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panel->render();
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if (m_imgui_demo)
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@@ -540,7 +540,7 @@ void ui_layer::render_menu_contents()
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bool flag = DebugModeFlag;
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if (ImGui::MenuItem(STR_C("Debug mode"), nullptr, &flag))
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{
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command_relay relay;
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const command_relay relay;
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relay.post(user_command::debugtoggle, 0.0, 0.0, GLFW_RELEASE, 0);
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}
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ImGui::MenuItem(STR_C("Quit"), "F10", &m_quit_active);
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@@ -606,21 +606,21 @@ void ui_layer::render_background()
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if (m_background == 0)
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return;
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ImVec2 display_size = ImGui::GetIO().DisplaySize;
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const ImVec2 display_size = ImGui::GetIO().DisplaySize;
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ITexture &tex = GfxRenderer->Texture(m_background);
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tex.create();
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float tex_w = (float)tex.get_width();
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float tex_h = (float)tex.get_height();
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const float tex_w = (float)tex.get_width();
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const float tex_h = (float)tex.get_height();
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// skalowanie "cover" – wypełnia cały ekran, zachowując proporcje
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float scale_factor = display_size.x / display_size.y > tex_w / tex_h ? display_size.x / tex_w : display_size.y / tex_h;
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const float scale_factor = display_size.x / display_size.y > tex_w / tex_h ? display_size.x / tex_w : display_size.y / tex_h;
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ImVec2 image_size(tex_w * scale_factor, tex_h * scale_factor);
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const ImVec2 image_size(tex_w * scale_factor, tex_h * scale_factor);
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// wyśrodkowanie obrazka
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ImVec2 start_position((display_size.x - image_size.x) * 0.5f, (display_size.y - image_size.y) * 0.5f);
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ImVec2 end_position(start_position.x + image_size.x, start_position.y + image_size.y);
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const ImVec2 start_position((display_size.x - image_size.x) * 0.5f, (display_size.y - image_size.y) * 0.5f);
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const ImVec2 end_position(start_position.x + image_size.x, start_position.y + image_size.y);
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// obrazek jest odwrócony w pionie – odwracamy UV
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ImGui::GetBackgroundDrawList()->AddImage(reinterpret_cast<ImTextureID>(tex.get_id()), start_position, end_position, ImVec2(0, 1), ImVec2(1, 0));
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