From f890d8538161ed005680a29ab99af26d1ae5c46f Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 7 Oct 2024 22:12:09 +0200 Subject: [PATCH] Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'. (#6969, #5834, #7468, #3590 Amend e94f95d --- backends/imgui_impl_dx11.cpp | 2 +- backends/imgui_impl_dx11.h | 4 ++-- backends/imgui_impl_dx12.cpp | 2 +- backends/imgui_impl_dx12.h | 4 ++-- backends/imgui_impl_vulkan.cpp | 2 +- backends/imgui_impl_vulkan.h | 4 ++-- backends/imgui_impl_wgpu.cpp | 2 +- backends/imgui_impl_wgpu.h | 4 ++-- 8 files changed, 12 insertions(+), 12 deletions(-) diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp index 088e4b67e..16d480e08 100644 --- a/backends/imgui_impl_dx11.cpp +++ b/backends/imgui_impl_dx11.cpp @@ -4,7 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/backends/imgui_impl_dx11.h b/backends/imgui_impl_dx11.h index cb79633c3..57b19bc03 100644 --- a/backends/imgui_impl_dx11.h +++ b/backends/imgui_impl_dx11.h @@ -4,7 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -33,7 +33,7 @@ IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); // [BETA] Selected render state data shared with callbacks. -// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplDX11_RenderDrawData() call. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) struct ImGui_ImplDX11_RenderState { diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index 85a870269..8dbb1e508 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -4,7 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h index bee7454fa..74001db40 100644 --- a/backends/imgui_impl_dx12.h +++ b/backends/imgui_impl_dx12.h @@ -4,7 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // See imgui_impl_dx12.cpp file for details. @@ -44,7 +44,7 @@ IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); // [BETA] Selected render state data shared with callbacks. -// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplDX12_RenderDrawData() call. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) struct ImGui_ImplDX12_RenderState { diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index 31a2516a6..d670b82a0 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -4,7 +4,7 @@ // Implemented features: // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index a834d7d7a..cdbcb0caa 100644 --- a/backends/imgui_impl_vulkan.h +++ b/backends/imgui_impl_vulkan.h @@ -4,7 +4,7 @@ // Implemented features: // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // See imgui_impl_vulkan.cpp file for details. @@ -119,7 +119,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet d IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); // [BETA] Selected render state data shared with callbacks. -// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplVulkan_RenderDrawData() call. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) struct ImGui_ImplVulkan_RenderState { diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index a4f6c03e5..95f1b0c63 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -5,7 +5,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/backends/imgui_impl_wgpu.h b/backends/imgui_impl_wgpu.h index a171fd6d0..e4398575c 100644 --- a/backends/imgui_impl_wgpu.h +++ b/backends/imgui_impl_wgpu.h @@ -12,7 +12,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'. +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -56,7 +56,7 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); // [BETA] Selected render state data shared with callbacks. -// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplWGPU_RenderDrawData() call. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) struct ImGui_ImplWGPU_RenderState {