From 7ebdadf92b1d8b3eb1f2aabb8b35d830c982a5aa Mon Sep 17 00:00:00 2001 From: Bruce Mitchener Date: Wed, 25 Apr 2018 14:34:26 +0700 Subject: [PATCH] Fix various typos. --- CHANGELOG.txt | 6 +++--- imgui.cpp | 8 ++++---- imgui.h | 2 +- 3 files changed, 8 insertions(+), 8 deletions(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 16ed91fa6..d2a493b5f 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -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. diff --git a/imgui.cpp b/imgui.cpp index 31e96396c..3dc662ba4 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -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; diff --git a/imgui.h b/imgui.h index 497e1eaa3..e81fab9ed 100644 --- a/imgui.h +++ b/imgui.h @@ -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