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Fix various typos.
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@ -124,7 +124,7 @@
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- Call ImGui::NewFrame() to begin the frame
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- You can use any ImGui function you want between NewFrame() and Render()
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- Call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your io.RenderDrawListFn handler.
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(Even if you don't render, call Render() and ignore the callback, or call EndFrame() instead. Otherwhise some features will break)
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(Even if you don't render, call Render() and ignore the callback, or call EndFrame() instead. Otherwise some features will break)
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- All rendering information are stored into command-lists until ImGui::Render() is called.
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- Dear ImGui never touches or knows about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
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- Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases
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@ -272,7 +272,7 @@
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- 2018/02/07 (1.60) - reorganized context handling to be more explicit,
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- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
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- removed Shutdown() function, as DestroyContext() serve this purpose.
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- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
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- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
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- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
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- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
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- 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.
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@ -775,7 +775,7 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
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// Context
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//-----------------------------------------------------------------------------
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// Current context pointer. Implicitely used by all ImGui functions. Always assumed to be != NULL.
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// Current context pointer. Implicitly used by all ImGui functions. Always assumed to be != NULL.
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// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
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// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file.
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// 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:
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@ -7996,7 +7996,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
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if (flags & ImGuiTreeNodeFlags_Leaf)
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return true;
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// We only write to the tree storage if the user clicks (or explicitely use SetNextTreeNode*** functions)
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// We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions)
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiStorage* storage = window->DC.StateStorage;
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