Fixing minor english typos (#827)
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@ -38,7 +38,7 @@ ImGui has zero frame of lag for most behaviors and one frame of lag for some beh
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At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through
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a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may
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experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize
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the lag between an hardware cursor and a software cursor. It might be beneficial to the user experience
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the lag between a hardware cursor and a software cursor. It might be beneficial to the user experience
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to switch to a software rendered cursor when an interactive drag is in progress.
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Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
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leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
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@ -191,7 +191,7 @@ uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
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// connect it to the address and port we passed in to getaddrinfo():
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int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
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if (!ret) {
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NSLog( @"Connect suceeded...");
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NSLog( @"Connect succeeded...");
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} else {
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NSLog( @"Connect failed, %d", ret );
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}
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@ -345,7 +345,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX11 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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@ -347,7 +347,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX11 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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@ -9,7 +9,7 @@ set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
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set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
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# GLFW
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set(GLFW_DIR ../../../glfw) # Set this to point to a up-to-date GLFW repo
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set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
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option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
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option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
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option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
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10
imgui.cpp
10
imgui.cpp
@ -301,7 +301,7 @@
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- Elements that are not clickable, such as Text() items don't need an ID.
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- Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget).
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to do so they need an unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
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to do so they need a unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
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Button("OK"); // Label = "OK", ID = hash of "OK"
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Button("Cancel"); // Label = "Cancel", ID = hash of "Cancel"
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@ -525,7 +525,7 @@
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!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
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- popups: add variant using global identifier similar to Begin/End (#402)
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- popups: border options. richer api like BeginChild() perhaps? (#197)
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- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last prefered button" and may teleport when moving mouse
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- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred button" and may teleport when moving mouse
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- menus: local shortcuts, global shortcuts (#456, #126)
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- menus: icons
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- menus: menubars: some sort of priority / effect of main menu-bar on desktop size?
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@ -6096,7 +6096,7 @@ void ImGui::TreeAdvanceToLabelPos()
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g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing();
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}
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// Horizontal distance preceeding label when using TreeNode() or Bullet()
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// Horizontal distance preceding label when using TreeNode() or Bullet()
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float ImGui::GetTreeNodeToLabelSpacing()
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{
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ImGuiContext& g = *GImGui;
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@ -9420,7 +9420,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
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KeepAliveID(column_id);
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const float default_t = column_index / (float)window->DC.ColumnsCount;
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const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store an union into the map?)
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const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?)
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window->DC.ColumnsData[column_index].OffsetNorm = t;
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}
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window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
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@ -9532,7 +9532,7 @@ void ImGui::ValueColor(const char* prefix, ImU32 v)
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}
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//-----------------------------------------------------------------------------
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// PLATFORM DEPENDANT HELPERS
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// PLATFORM DEPENDENT HELPERS
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//-----------------------------------------------------------------------------
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#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS))
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2
imgui.h
2
imgui.h
@ -332,7 +332,7 @@ namespace ImGui
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IMGUI_API void TreePush(const void* ptr_id = NULL); // "
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IMGUI_API void TreePop(); // ~ Unindent()+PopId()
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IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
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IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceeding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
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IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
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IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state.
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IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
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IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
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@ -896,7 +896,7 @@ void ImGui::ShowTestWindow(bool* p_open)
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if (ImGui::TreeNode("Basic Horizontal Layout"))
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{
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ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceeding item)");
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ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");
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// Text
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ImGui::Text("Two items: Hello"); ImGui::SameLine();
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