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https://github.com/Drezil/imgui.git
synced 2024-12-24 00:26:36 +00:00
Fix various typos. (#3161)
(found by Debian's lintian on a package that uses imgui.) (found by codespell.)
This commit is contained in:
parent
2593b6a1c8
commit
8cbff5ccb2
12
imgui.cpp
12
imgui.cpp
@ -900,7 +900,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time
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// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
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static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow().
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static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
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static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certaint time, unless mouse moved.
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static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
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//-------------------------------------------------------------------------
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// [SECTION] FORWARD DECLARATIONS
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@ -4231,7 +4231,7 @@ void ImGui::EndFrame()
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UpdateMouseMovingWindowEndFrame();
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// Sort the window list so that all child windows are after their parent
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// We cannot do that on FocusWindow() because childs may not exist yet
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// We cannot do that on FocusWindow() because children may not exist yet
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g.WindowsTempSortBuffer.resize(0);
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g.WindowsTempSortBuffer.reserve(g.Windows.Size);
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for (int i = 0; i != g.Windows.Size; i++)
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@ -4331,7 +4331,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
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}
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// Find window given position, search front-to-back
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// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
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// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
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// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
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// called, aka before the next Begin(). Moving window isn't affected.
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static void FindHoveredWindow()
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@ -6360,7 +6360,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
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}
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// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
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// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly.
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// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
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// If you want a window to never be focused, you may use the e.g. NoInputs flag.
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bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
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{
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@ -6814,7 +6814,7 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
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{
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ImGuiContext& g = *GImGui;
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// Verify that io.KeyXXX fields haven't been tampered with. Key mods shoudl not be modified between NewFrame() and EndFrame()
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// Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
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const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags();
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IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
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IM_UNUSED(expected_key_mod_flags);
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@ -7811,7 +7811,7 @@ void ImGui::EndPopup()
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// Make all menus and popups wrap around for now, may need to expose that policy.
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NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
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// Child-popups don't need to be layed out
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// Child-popups don't need to be laid out
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IM_ASSERT(g.WithinEndChild == false);
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if (window->Flags & ImGuiWindowFlags_ChildWindow)
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g.WithinEndChild = true;
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4
imgui.h
4
imgui.h
@ -371,7 +371,7 @@ namespace ImGui
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// Cursor / Layout
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// - By "cursor" we mean the current output position.
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// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
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// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
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// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
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// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
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// Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
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// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
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@ -2299,7 +2299,7 @@ struct ImFont
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float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
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float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
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int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
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ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations accross all used codepoints.
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ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
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// Methods
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IMGUI_API ImFont();
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@ -644,7 +644,7 @@ static void ShowDemoWindowWidgets()
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static bool test_drag_and_drop = false;
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be layed out after the node.");
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
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ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
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ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
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ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
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@ -994,7 +994,7 @@ static void ShowDemoWindowWidgets()
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}
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if (ImGui::TreeNode("Alignment"))
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{
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HelpMarker("By default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar(). You'll probably want to always keep your default situation to left-align otherwise it becomes difficult to layout multiple items on a same line");
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HelpMarker("By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item basis using PushStyleVar(). You'll probably want to always keep your default situation to left-align otherwise it becomes difficult to layout multiple items on a same line");
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static bool selected[3*3] = { true, false, true, false, true, false, true, false, true };
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for (int y = 0; y < 3; y++)
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{
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@ -1065,7 +1065,7 @@ static void ShowDemoWindowWidgets()
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if (ImGui::TreeNode("Resize Callback"))
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{
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// To wire InputText() with std::string or any other custom string type,
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// you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your prefered type.
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// you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your preferred type.
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// See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
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HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
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struct Funcs
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@ -1082,7 +1082,7 @@ static void ShowDemoWindowWidgets()
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return 0;
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}
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// Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files.
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// Tip: Because ImGui:: is a namespace you would typically add your own function into the namespace in your own source files.
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// For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str).
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static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
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{
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@ -3865,7 +3865,7 @@ struct ExampleAppConsole
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AddLog("Unknown command: '%s'\n", command_line);
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}
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// On commad input, we scroll to bottom even if AutoScroll==false
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// On command input, we scroll to bottom even if AutoScroll==false
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ScrollToBottom = true;
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}
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@ -615,7 +615,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
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_IdxWritePtr += 6;
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}
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// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
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// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
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// Those macros expects l-values.
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#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
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#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0)
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@ -684,7 +684,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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dm_x *= AA_SIZE;
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dm_y *= AA_SIZE;
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// Add temporary vertexes
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// Add temporary vertices
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ImVec2* out_vtx = &temp_points[i2*2];
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out_vtx[0].x = points[i2].x + dm_x;
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out_vtx[0].y = points[i2].y + dm_y;
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@ -701,7 +701,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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idx1 = idx2;
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}
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// Add vertexes
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// Add vertices
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for (int i = 0; i < points_count; i++)
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{
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_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
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@ -741,7 +741,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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float dm_in_x = dm_x * half_inner_thickness;
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float dm_in_y = dm_y * half_inner_thickness;
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// Add temporary vertexes
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// Add temporary vertices
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ImVec2* out_vtx = &temp_points[i2*4];
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out_vtx[0].x = points[i2].x + dm_out_x;
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out_vtx[0].y = points[i2].y + dm_out_y;
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@ -764,7 +764,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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idx1 = idx2;
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}
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// Add vertexes
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// Add vertices
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for (int i = 0; i < points_count; i++)
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{
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_VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;
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@ -2307,7 +2307,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
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// Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
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// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
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// FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots.
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// FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots.
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for (int i = 0; i < atlas->Fonts.size(); i++)
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{
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ImFont* font = atlas->Fonts[i];
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@ -3329,7 +3329,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
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// Helper for ColorPicker4()
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// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
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// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
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// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
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// FIXME: uses ImGui::GetColorU32
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void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
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{
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@ -2345,7 +2345,7 @@ float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_m
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return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min));
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}
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// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
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// FIXME: Move some of the code into SliderBehavior(). Current responsibility is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
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template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
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bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb)
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{
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@ -2942,7 +2942,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
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if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
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flags |= ImGuiInputTextFlags_CharsDecimal;
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flags |= ImGuiInputTextFlags_AutoSelectAll;
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flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string.
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flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
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if (p_step != NULL)
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{
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@ -3360,7 +3360,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
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if (!is_resizable)
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return;
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// Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!)
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// Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)
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ImGuiContext& g = *GImGui;
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ImGuiInputTextState* edit_state = &g.InputTextState;
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IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
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@ -4745,7 +4745,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0)
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if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
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{
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// FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
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// FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
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// For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
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value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
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value_changed = true;
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@ -6249,7 +6249,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
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// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
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// However the final position is going to be different! It is choosen by FindBestWindowPosForPopup().
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// However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
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// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
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ImVec2 popup_pos, pos = window->DC.CursorPos;
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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