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Docs: fixed mismatched parentheses & other small changes. (#8922)
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11 changed files with 38 additions and 38 deletions
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@ -594,7 +594,7 @@ void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
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bd->PrevUserCallbackMonitor = nullptr;
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}
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// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
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// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user).
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// This is 'false' by default meaning we only chain callbacks for the main viewport.
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// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
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// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
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@ -120,7 +120,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
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void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
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// Vulkan prototypes for use with custom loaders
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// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
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// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h)
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#if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_)
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#define IMGUI_IMPL_VULKAN_USE_LOADER
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static bool g_FunctionsLoaded = false;
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@ -1411,7 +1411,7 @@ void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulk
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//-------------------------------------------------------------------------
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// Internal / Miscellaneous Vulkan Helpers
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// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.)
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// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
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//-------------------------------------------------------------------------
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// You probably do NOT need to use or care about those functions.
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// Those functions only exist because:
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@ -1421,7 +1421,7 @@ void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulk
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// but it is too much code to duplicate everywhere so we exceptionally expose them.
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//
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
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// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
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// You may read this code to learn about Vulkan, but it is recommended you use your own custom tailored code to do equivalent work.
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// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
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//-------------------------------------------------------------------------
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@ -124,7 +124,7 @@ struct ImGui_ImplVulkan_MainPipelineCreateInfo
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VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
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#endif
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};
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IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCreateInfo& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext))
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IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCreateInfo& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext)))
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
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@ -163,12 +163,12 @@ struct ImGui_ImplVulkan_RenderState
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//
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
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// render pass, frame buffers, etc.). You may read this code if you are curious, but
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// it is recommended you use you own custom tailored code to do equivalent work.
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// it is recommended you use your own custom tailored code to do equivalent work.
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//
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// We don't provide a strong guarantee that we won't change those functions API.
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//
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// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
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// by the regular ImGui_ImplVulkan_XXX functions).
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// by the regular ImGui_ImplVulkan_XXX functions.
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//-------------------------------------------------------------------------
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struct ImGui_ImplVulkanH_Frame;
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