mirror of
https://github.com/ocornut/imgui.git
synced 2026-01-11 00:04:24 +00:00
Various typo fixes (#9042)
This commit is contained in:
parent
823ccc274e
commit
a3546b52f8
7 changed files with 25 additions and 25 deletions
14
imgui.h
14
imgui.h
|
|
@ -333,7 +333,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
|
|||
// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
|
||||
// constructors if you like. You will need to implement ==/!= operators.
|
||||
// History:
|
||||
// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requirig 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
|
||||
// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
|
||||
// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
|
||||
#ifndef ImTextureID
|
||||
typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
|
||||
|
|
@ -738,7 +738,7 @@ namespace ImGui
|
|||
// Widgets: Trees
|
||||
// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
|
||||
IMGUI_API bool TreeNode(const char* label);
|
||||
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
|
||||
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorrelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
|
||||
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
|
||||
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
|
|
@ -1275,7 +1275,7 @@ enum ImGuiInputTextFlags_
|
|||
// - It is much slower than regular text fields.
|
||||
// Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build).
|
||||
// The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less.
|
||||
ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultine(): word-wrap lines that are too long.
|
||||
ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultiline(): word-wrap lines that are too long.
|
||||
|
||||
// Obsolete names
|
||||
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
|
||||
|
|
@ -1302,7 +1302,7 @@ enum ImGuiTreeNodeFlags_
|
|||
ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
|
||||
ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
|
||||
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
|
||||
ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfullfilled Left nav request remaining.
|
||||
ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining.
|
||||
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
|
||||
|
||||
// [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
|
||||
|
|
@ -2290,7 +2290,7 @@ struct ImGuiStyle
|
|||
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
|
||||
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
|
||||
float ScrollbarRounding; // Radius of grab corners for scrollbar.
|
||||
float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axises).
|
||||
float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axes).
|
||||
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
|
||||
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
|
||||
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
|
||||
|
|
@ -3409,7 +3409,7 @@ struct ImDrawData
|
|||
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
|
||||
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
|
||||
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
|
||||
ImVector<ImTextureData*>* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overriden or set to NULL if you want to manually update textures.
|
||||
ImVector<ImTextureData*>* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures.
|
||||
|
||||
// Functions
|
||||
ImDrawData() { Clear(); }
|
||||
|
|
@ -4133,7 +4133,7 @@ typedef ImFontAtlasRect ImFontAtlasCustomRect;
|
|||
//};
|
||||
|
||||
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
|
||||
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
|
||||
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place.
|
||||
//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
|
||||
//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
|
||||
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue