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https://github.com/Drezil/imgui.git
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Docs: Renamed all occurences of "binding" and "back-end" to "backend" in comments and documentations, for consistency.
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@ -381,7 +381,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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{
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ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
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ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
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ImGui::SameLine(); HelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
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ImGui::SameLine(); HelpMarker("Required backend to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
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ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
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ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
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ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NoMouse);
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@ -398,7 +398,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
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}
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ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
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ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility.");
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ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
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ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
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ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting");
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ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
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@ -414,10 +414,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
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if (ImGui::TreeNode("Backend Flags"))
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{
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HelpMarker(
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"Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.\n"
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"Here we expose then as read-only fields to avoid breaking interactions with your back-end.");
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"Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"
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"Here we expose then as read-only fields to avoid breaking interactions with your backend.");
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// Make a local copy to avoid modifying actual back-end flags.
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// Make a local copy to avoid modifying actual backend flags.
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ImGuiBackendFlags backend_flags = io.BackendFlags;
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ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int*)&backend_flags, ImGuiBackendFlags_HasGamepad);
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ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int*)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
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@ -902,8 +902,8 @@ static void ShowDemoWindowWidgets()
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// Below we are displaying the font texture because it is the only texture we have access to inside the demo!
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// Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that
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// will be passed to the rendering back-end via the ImDrawCmd structure.
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// If you use one of the default imgui_impl_XXXX.cpp rendering back-end, they all have comments at the top
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// will be passed to the rendering backend via the ImDrawCmd structure.
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// If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
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// of their respective source file to specify what they expect to be stored in ImTextureID, for example:
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// - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer
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// - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
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@ -4053,7 +4053,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
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ImGui::SameLine();
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HelpMarker("Faster lines using texture data. Require back-end to render with bilinear filtering (not point/nearest filtering).");
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HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");
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ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
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ImGui::PushItemWidth(100);
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