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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 18:19:19 +02:00
reformat: use auto on certain types
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@@ -99,8 +99,8 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
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void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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const int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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const int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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@@ -115,8 +115,8 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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const ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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const ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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@@ -181,7 +181,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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bool ImGui_ImplOpenGL2_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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const ImGuiIO & io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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@@ -209,7 +209,7 @@ void ImGui_ImplOpenGL2_DestroyFontsTexture()
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{
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if (g_FontTexture)
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{
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ImGuiIO& io = ImGui::GetIO();
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const ImGuiIO & io = ImGui::GetIO();
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glDeleteTextures(1, &g_FontTexture);
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io.Fonts->TexID = 0;
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g_FontTexture = 0;
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