Fixed typos. (#7593)
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07dbcf1f70
@ -10,7 +10,7 @@
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// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
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//
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// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
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// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
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// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
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// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
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// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
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// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
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@ -42,14 +42,14 @@
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// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
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// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
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// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
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// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend.
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// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend.
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// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
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// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture.
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// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this.
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// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
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// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
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// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
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// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
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// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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@ -844,7 +844,7 @@ Breaking changes:
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- ListBoxFooter() -> use EndListBox()
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- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
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- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
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in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
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in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
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- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
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It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
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@ -1407,7 +1407,7 @@ Other Changes:
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- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
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- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
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- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
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- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
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- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
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- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
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@ -2180,7 +2180,7 @@ Other Changes:
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alpha compositing and transparent windows. (#2766, #3447 etc.).
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- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
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preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
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accross all backends), facilitating compositing of the output buffer with another buffer.
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across all backends), facilitating compositing of the output buffer with another buffer.
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(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
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- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
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- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
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@ -126,7 +126,7 @@ state, and might confuse your GPU driver. One star, not recommended.
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GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern GL calls and custom shaders.<BR>
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This support building with Emscripten and targetting WebGL.<BR>
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This support building with Emscripten and targeting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
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@ -168,7 +168,7 @@ state, and might confuse your GPU driver. One star, not recommended.
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern GL calls and custom shaders. <BR>
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This support building with Emscripten and targetting WebGL.<BR>
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This support building with Emscripten and targeting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
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@ -161,7 +161,7 @@ void Init(struct android_app* app)
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// We load the default font with increased size to improve readability on many devices with "high" DPI.
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// FIXME: Put some effort into DPI awareness.
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// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
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// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
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ImFontConfig font_cfg;
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font_cfg.SizePixels = 22.0f;
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io.Fonts->AddFontDefault(&font_cfg);
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@ -200,7 +200,7 @@ typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
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@brief Get time function
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This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
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have occured. The time base should be a cyclic millisecond time value.
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have occurred. The time base should be a cyclic millisecond time value.
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@returns Time value in milliseconds
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**/
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@ -552,7 +552,7 @@ CODE
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- Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
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note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
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read https://github.com/ocornut/imgui/issues/4921 for details.
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- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
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- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
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- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
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- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
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- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
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@ -6386,7 +6386,7 @@ void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window)
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// - WindowE // .. returns NULL
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// Notes:
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// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
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// Only difference is here we check for ->Active/WasActive but it may be unecessary.
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// Only difference is here we check for ->Active/WasActive but it may be unnecessary.
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ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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@ -6693,7 +6693,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// SIZE
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// Outer Decoration Sizes
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// (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
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// (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations).
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const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
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window->DecoOuterSizeX1 = 0.0f;
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window->DecoOuterSizeX2 = 0.0f;
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@ -7599,7 +7599,7 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
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// When changing hovered window we requires a bit of stationary delay before activating hover timer.
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// FIXME: We don't support delay other than stationary one for now, other delay would need a way
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// to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
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// to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true
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// for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
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// We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
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if (flags & ImGuiHoveredFlags_ForTooltip)
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4
imgui.h
4
imgui.h
@ -711,7 +711,7 @@ namespace ImGui
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// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
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// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
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IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
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IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceeding item was hovered. override any previous call to SetTooltip().
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IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
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IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
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// Popups, Modals
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@ -3026,7 +3026,7 @@ struct ImFontAtlas
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// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
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// - After calling Build(), you can query the rectangle position and render your pixels.
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// - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
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// - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
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// - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
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// so you can render e.g. custom colorful icons and use them as regular glyphs.
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// - Read docs/FONTS.md for more details about using colorful icons.
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@ -889,7 +889,7 @@ enum ImGuiButtonFlagsPrivate_
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held
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ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
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ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
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ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
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ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
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ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
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ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
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@ -3303,7 +3303,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
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// FIXME: Individual line clipping for right-most column is broken for negative angles.
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ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
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float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symetrical but hide more text.
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float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
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float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
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ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
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int vtx_idx_begin = draw_list->_VtxCurrentIdx;
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@ -1001,7 +1001,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
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scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
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grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
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// Update distance to grab now that we have seeked and saturated
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// Update distance to grab now that we have seek'ed and saturated
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if (seek_absolute)
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g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
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}
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@ -41,7 +41,7 @@
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// 1.13 (2019-02-07) fix bug in undo size management
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// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
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// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
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// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual
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// 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
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// 1.9 (2016-08-27) customizable move-by-word
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// 1.8 (2016-04-02) better keyboard handling when mouse button is down
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// 1.7 (2015-09-13) change y range handling in case baseline is non-0
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@ -656,7 +656,7 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
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STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
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// If skip != 0, this tells stb_truetype to skip any codepoints for which
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// there is no corresponding glyph. If skip=0, which is the default, then
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// codepoints without a glyph recived the font's "missing character" glyph,
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// codepoints without a glyph received the font's "missing character" glyph,
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// typically an empty box by convention.
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STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above
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@ -11,7 +11,7 @@
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// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
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// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
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// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
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// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format.
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// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
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// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
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// 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas().
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// 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
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