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https://github.com/wpilibsuite/allwpilib
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Add braces to C++ single-line loops and conditionals (NFC) (#2973)
This makes code easier to read and more consistent between C++ and Java. Also update clang-format settings to always add a line break (even if no braces are used).
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@@ -101,7 +101,9 @@ static void CleanupDeviceD3D() {
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namespace wpi {
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void gui::PlatformCreateContext() { gPlatformContext = new PlatformContext; }
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void gui::PlatformCreateContext() {
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gPlatformContext = new PlatformContext;
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}
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void gui::PlatformDestroyContext() {
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CleanupDeviceD3D();
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@@ -173,7 +175,9 @@ static inline DXGI_FORMAT DXPixelFormat(PixelFormat format) {
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ImTextureID gui::CreateTexture(PixelFormat format, int width, int height,
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const unsigned char* data) {
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if (!gPlatformValid) return nullptr;
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if (!gPlatformValid) {
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return nullptr;
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}
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// Create texture
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D3D11_TEXTURE2D_DESC desc;
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@@ -212,7 +216,9 @@ ImTextureID gui::CreateTexture(PixelFormat format, int width, int height,
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void gui::UpdateTexture(ImTextureID texture, PixelFormat, int width, int height,
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const unsigned char* data) {
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if (!texture) return;
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if (!texture) {
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return;
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}
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D3D11_BOX box;
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box.front = 0;
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@@ -234,8 +240,11 @@ void gui::UpdateTexture(ImTextureID texture, PixelFormat, int width, int height,
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}
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void gui::DeleteTexture(ImTextureID texture) {
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if (!gPlatformValid) return;
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if (texture) static_cast<ID3D11ShaderResourceView*>(texture)->Release();
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if (!gPlatformValid) {
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return;
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}
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if (texture)
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static_cast<ID3D11ShaderResourceView*>(texture)->Release();
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}
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} // namespace wpi
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