Fix various typos.

This commit is contained in:
Bruce Mitchener 2018-04-25 14:34:26 +07:00 committed by omar
parent 46698c96c5
commit 7ebdadf92b
3 changed files with 8 additions and 8 deletions

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@ -58,7 +58,7 @@ Other Changes:
- InputText: On Mac OS X, support Cmd+Shift+Z for Redo. Cmd+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise]
- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439)
- Demo: Fixed Overlay: Added a context menu item to enable freely moving the window.
- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unecessary conversion (Allegro 5 doesn't support 16-bit indices).
- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unnecessary conversion (Allegro 5 doesn't support 16-bit indices).
- Examples: Allegro 5: Renamed bindings from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
-----------------------------------------------------------------------
@ -68,7 +68,7 @@ Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly.
Various internal refactors have also been done, as part of the navigation work and as part of the upcoing viewport/docking work.
Various internal refactors have also been done, as part of the navigation work and as part of the upcoming viewport/docking work.
Breaking Changes:
@ -77,7 +77,7 @@ Breaking Changes:
- Reorganized context handling to be more explicit: (#1599)
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
- removed Shutdown() function, as DestroyContext() serve this purpose. If you are using an old back-end from the examples/ folder, remove the line that calls Shutdown().
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.

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@ -124,7 +124,7 @@
- Call ImGui::NewFrame() to begin the frame
- You can use any ImGui function you want between NewFrame() and Render()
- Call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your io.RenderDrawListFn handler.
(Even if you don't render, call Render() and ignore the callback, or call EndFrame() instead. Otherwhise some features will break)
(Even if you don't render, call Render() and ignore the callback, or call EndFrame() instead. Otherwise some features will break)
- All rendering information are stored into command-lists until ImGui::Render() is called.
- Dear ImGui never touches or knows about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
- Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases
@ -272,7 +272,7 @@
- 2018/02/07 (1.60) - reorganized context handling to be more explicit,
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
- removed Shutdown() function, as DestroyContext() serve this purpose.
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
- 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
@ -775,7 +775,7 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
// Context
//-----------------------------------------------------------------------------
// Current context pointer. Implicitely used by all ImGui functions. Always assumed to be != NULL.
// Current context pointer. Implicitly used by all ImGui functions. Always assumed to be != NULL.
// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file.
// ImGui functions are not thread-safe because of this pointer. If you want thread-safety to allow N threads to access N different contexts, you can:
@ -7996,7 +7996,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
if (flags & ImGuiTreeNodeFlags_Leaf)
return true;
// We only write to the tree storage if the user clicks (or explicitely use SetNextTreeNode*** functions)
// We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions)
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiStorage* storage = window->DC.StateStorage;

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@ -231,7 +231,7 @@ namespace ImGui
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
IMGUI_API void PopStyleVar(int count = 1);
IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color with style alpha baked in.
IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
IMGUI_API ImFont* GetFont(); // get current font
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API