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	Fix various typos.
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		| @@ -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; | ||||
|   | ||||
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