Fixing minor english typos (#827)

This commit is contained in:
ocornut 2016-09-11 22:02:35 +02:00
parent 02399852fe
commit 612b17ef57
8 changed files with 12 additions and 12 deletions

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@ -38,7 +38,7 @@ ImGui has zero frame of lag for most behaviors and one frame of lag for some beh
At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through
a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may
experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize
the lag between an hardware cursor and a software cursor. It might be beneficial to the user experience the lag between a hardware cursor and a software cursor. It might be beneficial to the user experience
to switch to a software rendered cursor when an interactive drag is in progress. to switch to a software rendered cursor when an interactive drag is in progress.
Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering), Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
leaving you with no option but sadness/anger (Intel GPU drivers were reported as such). leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).

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@ -191,7 +191,7 @@ uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
// connect it to the address and port we passed in to getaddrinfo(): // connect it to the address and port we passed in to getaddrinfo():
int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen); int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
if (!ret) { if (!ret) {
NSLog( @"Connect suceeded..."); NSLog( @"Connect succeeded...");
} else { } else {
NSLog( @"Connect failed, %d", ret ); NSLog( @"Connect failed, %d", ret );
} }

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@ -345,7 +345,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can: // If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution] // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details. // See https://github.com/ocornut/imgui/pull/638 for sources and details.

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@ -347,7 +347,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can: // If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution] // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details. // See https://github.com/ocornut/imgui/pull/638 for sources and details.

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@ -9,7 +9,7 @@ set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
# GLFW # GLFW
set(GLFW_DIR ../../../glfw) # Set this to point to a up-to-date GLFW repo set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF) option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF) option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)

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@ -301,7 +301,7 @@
- Elements that are not clickable, such as Text() items don't need an ID. - Elements that are not clickable, such as Text() items don't need an ID.
- Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget). - Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget).
to do so they need an unique ID. unique ID are typically derived from a string label, an integer index or a pointer. to do so they need a unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
Button("OK"); // Label = "OK", ID = hash of "OK" Button("OK"); // Label = "OK", ID = hash of "OK"
Button("Cancel"); // Label = "Cancel", ID = hash of "Cancel" Button("Cancel"); // Label = "Cancel", ID = hash of "Cancel"
@ -525,7 +525,7 @@
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402) !- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
- popups: add variant using global identifier similar to Begin/End (#402) - popups: add variant using global identifier similar to Begin/End (#402)
- popups: border options. richer api like BeginChild() perhaps? (#197) - popups: border options. richer api like BeginChild() perhaps? (#197)
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last prefered button" and may teleport when moving mouse - tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred button" and may teleport when moving mouse
- menus: local shortcuts, global shortcuts (#456, #126) - menus: local shortcuts, global shortcuts (#456, #126)
- menus: icons - menus: icons
- menus: menubars: some sort of priority / effect of main menu-bar on desktop size? - menus: menubars: some sort of priority / effect of main menu-bar on desktop size?
@ -6096,7 +6096,7 @@ void ImGui::TreeAdvanceToLabelPos()
g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing(); g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing();
} }
// Horizontal distance preceeding label when using TreeNode() or Bullet() // Horizontal distance preceding label when using TreeNode() or Bullet()
float ImGui::GetTreeNodeToLabelSpacing() float ImGui::GetTreeNodeToLabelSpacing()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -9420,7 +9420,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index);
KeepAliveID(column_id); KeepAliveID(column_id);
const float default_t = column_index / (float)window->DC.ColumnsCount; const float default_t = column_index / (float)window->DC.ColumnsCount;
const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store an union into the map?) const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?)
window->DC.ColumnsData[column_index].OffsetNorm = t; window->DC.ColumnsData[column_index].OffsetNorm = t;
} }
window->DrawList->ChannelsSplit(window->DC.ColumnsCount); window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
@ -9532,7 +9532,7 @@ void ImGui::ValueColor(const char* prefix, ImU32 v)
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// PLATFORM DEPENDANT HELPERS // PLATFORM DEPENDENT HELPERS
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS)) #if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS))

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@ -332,7 +332,7 @@ namespace ImGui
IMGUI_API void TreePush(const void* ptr_id = NULL); // " IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API void TreePop(); // ~ Unindent()+PopId() IMGUI_API void TreePop(); // ~ Unindent()+PopId()
IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceeding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state. IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state.
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header

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@ -896,7 +896,7 @@ void ImGui::ShowTestWindow(bool* p_open)
if (ImGui::TreeNode("Basic Horizontal Layout")) if (ImGui::TreeNode("Basic Horizontal Layout"))
{ {
ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceeding item)"); ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");
// Text // Text
ImGui::Text("Two items: Hello"); ImGui::SameLine(); ImGui::Text("Two items: Hello"); ImGui::SameLine();