From c30ef4ce1eb4c0f185529b6b45aec57f13f6f8af Mon Sep 17 00:00:00 2001 From: Relintai Date: Sat, 14 Sep 2024 12:10:34 +0200 Subject: [PATCH] Clang format gui.h and cpp. --- sfw/render_gui/gui.cpp | 168 ++++++++++++++++++++--------------------- sfw/render_gui/gui.h | 1 - 2 files changed, 83 insertions(+), 86 deletions(-) diff --git a/sfw/render_gui/gui.cpp b/sfw/render_gui/gui.cpp index 02b45be..4f2b0eb 100644 --- a/sfw/render_gui/gui.cpp +++ b/sfw/render_gui/gui.cpp @@ -9,9 +9,9 @@ #include "core/math_defs.h" #include "core/sfw_time.h" +#include "render_core/app_window.h" #include "render_core/input.h" #include "render_core/input_map.h" -#include "render_core/app_window.h" #include "core/sfw_core.h" #include "object/core_string_names.h" @@ -24,122 +24,121 @@ //--STRIP void GUI::test() { + ImGuiIO &io = ImGui::GetIO(); + (void)io; - ImGuiIO& io = ImGui::GetIO(); (void)io; + // Our state + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - // Our state - static bool show_demo_window = true; - static bool show_another_window = false; - static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. - { - static float f = 0.0f; - static int counter = 0; + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float *)&clear_color); // Edit 3 floats representing a color - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); - - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); - ImGui::End(); - } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } + // 3. Show another simple window. + if (show_another_window) { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } } void GUI::initialize() { - ERR_FAIL_COND(_singleton); + ERR_FAIL_COND(_singleton); - memnew(GUI); + memnew(GUI); - // Decide GL+GLSL versions + // Decide GL+GLSL versions #if defined(__APPLE__) - // GL 3.2 + GLSL 150 - const char* glsl_version = "#version 150"; + // GL 3.2 + GLSL 150 + const char *glsl_version = "#version 150"; #else - // GL ES 2.0 + GLSL 100 - const char* glsl_version = "#version 100"; + // GL ES 2.0 + GLSL 100 + const char *glsl_version = "#version 100"; #endif - // Setup Dear ImGui context - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO &io = ImGui::GetIO(); + (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - // Setup Dear ImGui style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsLight(); + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); - GLFWwindow *window = (GLFWwindow *)AppWindow::get_singleton()->get_window_handle(); + GLFWwindow *window = (GLFWwindow *)AppWindow::get_singleton()->get_window_handle(); - // Setup Platform/Renderer backends - ImGui_ImplGlfw_InitForOpenGL(window, true); + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOpenGL(window, true); #ifdef __EMSCRIPTEN__ - ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); + ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); #endif - ImGui_ImplOpenGL3_Init(glsl_version); + ImGui_ImplOpenGL3_Init(glsl_version); - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != nullptr); + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != nullptr); } void GUI::destroy() { - // Cleanup - ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplGlfw_Shutdown(); - ImGui::DestroyContext(); + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); - ERR_FAIL_COND(!_singleton); - memdelete(_singleton); + ERR_FAIL_COND(!_singleton); + memdelete(_singleton); } void GUI::new_frame() { - // Start the Dear ImGui frame - ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplGlfw_NewFrame(); - ImGui::NewFrame(); + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); } void GUI::render() { - // Rendering - ImGui::Render(); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + // Rendering + ImGui::Render(); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } GUI::GUI() { @@ -155,4 +154,3 @@ GUI *GUI::get_singleton() { } GUI *GUI::_singleton = NULL; - diff --git a/sfw/render_gui/gui.h b/sfw/render_gui/gui.h index 7e49993..b852d47 100644 --- a/sfw/render_gui/gui.h +++ b/sfw/render_gui/gui.h @@ -30,7 +30,6 @@ public: protected: static GUI *_singleton; - }; //--STRIP