mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 11:57:00 +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
|
||||
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
|
||||
static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow().
|
||||
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
|
||||
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.
|
||||
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.
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// [SECTION] FORWARD DECLARATIONS
|
||||
@ -4231,7 +4231,7 @@ void ImGui::EndFrame()
|
||||
UpdateMouseMovingWindowEndFrame();
|
||||
|
||||
// Sort the window list so that all child windows are after their parent
|
||||
// We cannot do that on FocusWindow() because childs may not exist yet
|
||||
// We cannot do that on FocusWindow() because children may not exist yet
|
||||
g.WindowsTempSortBuffer.resize(0);
|
||||
g.WindowsTempSortBuffer.reserve(g.Windows.Size);
|
||||
for (int i = 0; i != g.Windows.Size; i++)
|
||||
@ -4331,7 +4331,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
|
||||
}
|
||||
|
||||
// Find window given position, search front-to-back
|
||||
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
|
||||
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
|
||||
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
|
||||
// called, aka before the next Begin(). Moving window isn't affected.
|
||||
static void FindHoveredWindow()
|
||||
@ -6360,7 +6360,7 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
|
||||
}
|
||||
|
||||
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
|
||||
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly.
|
||||
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
|
||||
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
|
||||
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
|
||||
{
|
||||
@ -6814,7 +6814,7 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
// Verify that io.KeyXXX fields haven't been tampered with. Key mods shoudl not be modified between NewFrame() and EndFrame()
|
||||
// Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
|
||||
const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags();
|
||||
IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
|
||||
IM_UNUSED(expected_key_mod_flags);
|
||||
@ -7811,7 +7811,7 @@ void ImGui::EndPopup()
|
||||
// Make all menus and popups wrap around for now, may need to expose that policy.
|
||||
NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
|
||||
|
||||
// Child-popups don't need to be layed out
|
||||
// Child-popups don't need to be laid out
|
||||
IM_ASSERT(g.WithinEndChild == false);
|
||||
if (window->Flags & ImGuiWindowFlags_ChildWindow)
|
||||
g.WithinEndChild = true;
|
||||
|
4
imgui.h
4
imgui.h
@ -371,7 +371,7 @@ namespace ImGui
|
||||
// Cursor / Layout
|
||||
// - By "cursor" we mean the current output position.
|
||||
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
|
||||
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
|
||||
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
|
||||
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
|
||||
// Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
|
||||
// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
|
||||
@ -2299,7 +2299,7 @@ struct ImFont
|
||||
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
|
||||
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
|
||||
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)
|
||||
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.
|
||||
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.
|
||||
|
||||
// Methods
|
||||
IMGUI_API ImFont();
|
||||
|
@ -644,7 +644,7 @@ static void ShowDemoWindowWidgets()
|
||||
static bool test_drag_and_drop = false;
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
|
||||
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.");
|
||||
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.");
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
|
||||
ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
|
||||
ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
|
||||
@ -994,7 +994,7 @@ static void ShowDemoWindowWidgets()
|
||||
}
|
||||
if (ImGui::TreeNode("Alignment"))
|
||||
{
|
||||
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");
|
||||
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");
|
||||
static bool selected[3*3] = { true, false, true, false, true, false, true, false, true };
|
||||
for (int y = 0; y < 3; y++)
|
||||
{
|
||||
@ -1065,7 +1065,7 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::TreeNode("Resize Callback"))
|
||||
{
|
||||
// To wire InputText() with std::string or any other custom string type,
|
||||
// you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your prefered type.
|
||||
// you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your preferred type.
|
||||
// See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
|
||||
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.");
|
||||
struct Funcs
|
||||
@ -1082,7 +1082,7 @@ static void ShowDemoWindowWidgets()
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files.
|
||||
// Tip: Because ImGui:: is a namespace you would typically add your own function into the namespace in your own source files.
|
||||
// For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str).
|
||||
static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
|
||||
{
|
||||
@ -3865,7 +3865,7 @@ struct ExampleAppConsole
|
||||
AddLog("Unknown command: '%s'\n", command_line);
|
||||
}
|
||||
|
||||
// On commad input, we scroll to bottom even if AutoScroll==false
|
||||
// On command input, we scroll to bottom even if AutoScroll==false
|
||||
ScrollToBottom = true;
|
||||
}
|
||||
|
||||
|
@ -615,7 +615,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
|
||||
_IdxWritePtr += 6;
|
||||
}
|
||||
|
||||
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
|
||||
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
|
||||
// Those macros expects l-values.
|
||||
#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)
|
||||
#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)
|
||||
@ -684,7 +684,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
dm_x *= AA_SIZE;
|
||||
dm_y *= AA_SIZE;
|
||||
|
||||
// Add temporary vertexes
|
||||
// Add temporary vertices
|
||||
ImVec2* out_vtx = &temp_points[i2*2];
|
||||
out_vtx[0].x = points[i2].x + dm_x;
|
||||
out_vtx[0].y = points[i2].y + dm_y;
|
||||
@ -701,7 +701,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
idx1 = idx2;
|
||||
}
|
||||
|
||||
// Add vertexes
|
||||
// Add vertices
|
||||
for (int i = 0; i < points_count; i++)
|
||||
{
|
||||
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
|
||||
@ -741,7 +741,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
float dm_in_x = dm_x * half_inner_thickness;
|
||||
float dm_in_y = dm_y * half_inner_thickness;
|
||||
|
||||
// Add temporary vertexes
|
||||
// Add temporary vertices
|
||||
ImVec2* out_vtx = &temp_points[i2*4];
|
||||
out_vtx[0].x = points[i2].x + dm_out_x;
|
||||
out_vtx[0].y = points[i2].y + dm_out_y;
|
||||
@ -764,7 +764,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
idx1 = idx2;
|
||||
}
|
||||
|
||||
// Add vertexes
|
||||
// Add vertices
|
||||
for (int i = 0; i < points_count; i++)
|
||||
{
|
||||
_VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;
|
||||
@ -2307,7 +2307,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
|
||||
|
||||
// Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
|
||||
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
|
||||
// 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.
|
||||
// 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.
|
||||
for (int i = 0; i < atlas->Fonts.size(); i++)
|
||||
{
|
||||
ImFont* font = atlas->Fonts[i];
|
||||
@ -3329,7 +3329,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
|
||||
// Helper for ColorPicker4()
|
||||
// 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.
|
||||
// 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.
|
||||
// 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.
|
||||
// FIXME: uses ImGui::GetColorU32
|
||||
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)
|
||||
{
|
||||
|
@ -2345,7 +2345,7 @@ float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_m
|
||||
return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min));
|
||||
}
|
||||
|
||||
// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
|
||||
// FIXME: Move some of the code into SliderBehavior(). Current responsibility is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
|
||||
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
|
||||
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)
|
||||
{
|
||||
@ -2942,7 +2942,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
|
||||
if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
|
||||
flags |= ImGuiInputTextFlags_CharsDecimal;
|
||||
flags |= ImGuiInputTextFlags_AutoSelectAll;
|
||||
flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string.
|
||||
flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
|
||||
|
||||
if (p_step != NULL)
|
||||
{
|
||||
@ -3360,7 +3360,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
|
||||
if (!is_resizable)
|
||||
return;
|
||||
|
||||
// Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!)
|
||||
// Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiInputTextState* edit_state = &g.InputTextState;
|
||||
IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
|
||||
@ -4745,7 +4745,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0)
|
||||
if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
|
||||
{
|
||||
// FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
|
||||
// FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
|
||||
// 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)
|
||||
value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
|
||||
value_changed = true;
|
||||
@ -6249,7 +6249,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
|
||||
|
||||
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
|
||||
// However the final position is going to be different! It is choosen by FindBestWindowPosForPopup().
|
||||
// However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
|
||||
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
|
||||
ImVec2 popup_pos, pos = window->DC.CursorPos;
|
||||
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
|
||||
|
Loading…
Reference in New Issue
Block a user