From 2633325b9f857f07351793d71a4e4aec0e2beb99 Mon Sep 17 00:00:00 2001 From: ocornut Date: Sun, 5 Jul 2015 21:55:24 -0600 Subject: [PATCH] Comments --- imgui.cpp | 4 ++-- imgui.h | 8 ++++---- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index bcb7c06a..87e9ebc8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2444,7 +2444,7 @@ void ImGui::Render() } // Skip render altogether if alpha is 0.0 - // Note that vertex buffers have been created, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false + // Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false. if (g.Style.Alpha > 0.0f) { // Render tooltip @@ -2464,7 +2464,7 @@ void ImGui::Render() ImGuiWindow* window = g.Windows[i]; if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0) { - // FIXME: Generalize this with a proper layering system so we can stack. + // FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, .. g.IO.MetricsActiveWindows++; if (window->Flags & ImGuiWindowFlags_Popup) AddWindowToRenderList(g.RenderDrawLists[1], window); diff --git a/imgui.h b/imgui.h index f3302de8..5d9d2b33 100644 --- a/imgui.h +++ b/imgui.h @@ -985,7 +985,7 @@ struct ImGuiListClipper //----------------------------------------------------------------------------- // Draw callbacks for advanced uses. -// NB- You most likely DO NOT need to care about draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that) +// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that) // Draw callback are useful for example if you want to render a complex 3D scene inside a UI element. // The expected behavior from your rendering loop is: // if (cmd.user_callback != NULL) @@ -1001,7 +1001,7 @@ struct ImDrawCmd unsigned int idx_count; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImVec4 clip_rect; // Clipping rectangle (x1, y1, x2, y2) ImTextureID texture_id; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. - ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. vtx_count will be 0. clip_rect and texture_id will be set normally. + ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* user_callback_data; // The draw callback code can access this. }; @@ -1040,7 +1040,7 @@ struct ImDrawList // [Internal to ImGui] ImVector clip_rect_stack; // [Internal] ImVector texture_id_stack; // [Internal] - ImVector path; // [Internal] + ImVector path; // [Internal] current path building ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much) unsigned int vtx_current_idx; // [Internal] == vtx_buffer.size() ImDrawIdx* idx_write; // [Internal] point within idx_buffer after each add command (to avoid using the ImVector<> operators too much) @@ -1066,7 +1066,7 @@ struct ImDrawList IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, float thickness, bool closed, bool anti_aliased); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased); - // Stateful path API, add points finish with PathFill() or PathStroke(). Only convex shapes supported. + // Stateful path API, add points then finish with PathFill() or PathStroke() inline void PathClear() { path.resize(0); } inline void PathLineTo(const ImVec2& p) { path.push_back(p); } IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min, int a_max);