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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 21:49:19 +02:00

reformat: use auto on certain types

This commit is contained in:
jerrrrycho
2026-07-04 05:22:52 +02:00
parent f61068ff89
commit 20e7a99516
118 changed files with 2118 additions and 2063 deletions

View File

@@ -145,10 +145,10 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
const float L = draw_data->DisplayPos.x;
const float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
const float T = draw_data->DisplayPos.y;
const float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
@@ -182,8 +182,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
const int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
const int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
@@ -214,11 +214,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
bool clip_origin_lower_left = true;
const GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
const GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
const GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
const GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
const bool clip_origin_lower_left = true;
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
@@ -230,8 +230,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
const ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
const ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
@@ -320,7 +320,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
const ImGuiIO & io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
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.
@@ -350,7 +350,7 @@ void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
if (g_FontTexture)
{
ImGuiIO& io = ImGui::GetIO();
const ImGuiIO & io = ImGui::GetIO();
glDeleteTextures(1, &g_FontTexture);
io.Fonts->TexID = 0;
g_FontTexture = 0;
@@ -408,7 +408,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
int glsl_version = 130;
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
auto vertex_shader_glsl_120 =
const auto vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
"attribute vec2 Position;\n"
"attribute vec2 UV;\n"
@@ -422,7 +422,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
auto vertex_shader_glsl_130 =
const auto vertex_shader_glsl_130 =
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
@@ -436,7 +436,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
auto vertex_shader_glsl_300_es =
const auto vertex_shader_glsl_300_es =
"precision mediump float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
@@ -451,7 +451,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
auto vertex_shader_glsl_410_core =
const auto vertex_shader_glsl_410_core =
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
@@ -465,7 +465,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
auto fragment_shader_glsl_120 =
const auto fragment_shader_glsl_120 =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
@@ -477,7 +477,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
auto fragment_shader_glsl_130 =
const auto fragment_shader_glsl_130 =
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
@@ -487,7 +487,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" Out_Color = FBOUT(Frag_Color * texture(Texture, Frag_UV.st));\n"
"}\n";
auto fragment_shader_glsl_300_es =
const auto fragment_shader_glsl_300_es =
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
@@ -498,7 +498,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
" Out_Color = FBOUT(Frag_Color * texture(Texture, Frag_UV.st));\n"
"}\n";
auto fragment_shader_glsl_410_core =
const auto fragment_shader_glsl_410_core =
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"uniform sampler2D Texture;\n"
@@ -539,8 +539,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
glCompileShader(g_VertHandle);
CheckShader(g_VertHandle, "vertex shader");
auto fbout_copy = "vec4 FBOUT(vec4 x) { return x; }\n";
auto fbout_gamma = "vec4 FBOUT(vec4 x) { return vec4(pow(x.rgb, vec3(1.0 / 2.2)), x.a); }\n";
const auto fbout_copy = "vec4 FBOUT(vec4 x) { return x; }\n";
const auto fbout_gamma = "vec4 FBOUT(vec4 x) { return vec4(pow(x.rgb, vec3(1.0 / 2.2)), x.a); }\n";
const GLchar* fragment_shader_with_version[3] = { g_GlslVersionString, Global.gfx_shadergamma ? fbout_gamma : fbout_copy, fragment_shader };
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);