diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm index d7aa7eb5b..14f3f4321 100644 --- a/examples/example_apple_opengl2/main.mm +++ b/examples/example_apple_opengl2/main.mm @@ -169,7 +169,7 @@ -(NSWindow*)window { if (_window != nil) - return (_window); + return _window; NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 800.0); @@ -179,7 +179,7 @@ [_window setOpaque:YES]; [_window makeKeyAndOrderFront:NSApp]; - return (_window); + return _window; } -(void)setupMenu diff --git a/imgui.cpp b/imgui.cpp index 6ca0d0148..640d6b34a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2029,7 +2029,7 @@ bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; - return ((b1 == b2) && (b2 == b3)); + return (b1 == b2) && (b2 == b3); } void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) @@ -3129,7 +3129,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE static bool GetSkipItemForListClipping() { ImGuiContext& g = *GImGui; - return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); + return g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems; } static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) @@ -5290,7 +5290,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() static bool IsWindowActiveAndVisible(ImGuiWindow* window) { - return (window->Active) && (!window->Hidden); + return window->Active && !window->Hidden; } // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) @@ -5692,7 +5692,7 @@ static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) return d; if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) return d; - return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); + return a->BeginOrderWithinParent - b->BeginOrderWithinParent; } static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) @@ -6168,7 +6168,7 @@ bool ImGui::IsItemDeactivated() ImGuiContext& g = *GImGui; if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; - return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount); + return g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount; } bool ImGui::IsItemDeactivatedAfterEdit() @@ -9394,7 +9394,7 @@ int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, flo if (t0 >= t1) return 0; if (repeat_rate <= 0.0f) - return (t0 < repeat_delay) && (t1 >= repeat_delay); + return t0 < repeat_delay && t1 >= repeat_delay; const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); const int count = count_t1 - count_t0; @@ -10513,7 +10513,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); if (owner_id == ImGuiKeyOwner_Any) - return (owner_data->LockThisFrame == false); + return owner_data->LockThisFrame == false; // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. @@ -12693,7 +12693,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) if (flags & ImGuiFocusedFlags_ChildWindows) return IsWindowChildOf(ref_window, cur_window, popup_hierarchy); else - return (ref_window == cur_window); + return ref_window == cur_window; } static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 1e49dd6fa..8c4a2a426 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2530,7 +2530,7 @@ struct ExampleDualListBox { const int* a = (const int*)lhs; const int* b = (const int*)rhs; - return (*a - *b); + return *a - *b; } void SortItems(int n) { @@ -5545,7 +5545,7 @@ struct MyItem // qsort() is instable so always return a way to differentiate items. // Your own compare function may want to avoid fallback on implicit sort specs. // e.g. a Name compare if it wasn't already part of the sort specs. - return (a->ID - b->ID); + return a->ID - b->ID; } }; const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; @@ -10516,7 +10516,7 @@ struct ExampleAsset if (delta < 0) return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; } - return ((int)a->ID - (int)b->ID); + return (int)a->ID - (int)b->ID; } }; const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; diff --git a/imgui_internal.h b/imgui_internal.h index af90db9df..788d1d5e6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -3651,7 +3651,7 @@ namespace ImGui IMGUI_API void InputTextDeactivateHook(ImGuiID id); IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); - inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return g.ActiveId == id && g.TempInputId == id; } inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field. diff --git a/imgui_tables.cpp b/imgui_tables.cpp index 25d945d2a..0a259e0c9 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -2458,6 +2458,11 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) // - TableDrawBorders() [Internal] //------------------------------------------------------------------------- + +// FIXME: This could be abstracted and merged with PushColumnsBackground(), by creating a generic struct +// with storage for backup cliprect + backup channel + storage for splitter pointer, new clip rect. +// This would slightly simplify caller code. + // Bg2 is used by Selectable (and possibly other widgets) to render to the background. // Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. void ImGui::TablePushBackgroundChannel() diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 9009bbc8c..1a13eea3d 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1834,7 +1834,7 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; if (int d = (int)(b->Width - a->Width)) return d; - return (b->Index - a->Index); + return b->Index - a->Index; } // Shrink excess width from a set of item, by removing width from the larger items first.