diff --git a/examples/README.txt b/examples/README.txt index 5a1c8df..54be766 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -38,7 +38,7 @@ 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 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. 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). diff --git a/examples/README.txt b/examples/README.txt index 5a1c8df..54be766 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -38,7 +38,7 @@ 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 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. 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). diff --git a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm index 394146b..63d7d72 100644 --- a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm +++ b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm @@ -191,7 +191,7 @@ // connect it to the address and port we passed in to getaddrinfo(): int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen); if (!ret) { - NSLog( @"Connect suceeded..."); + NSLog( @"Connect succeeded..."); } else { NSLog( @"Connect failed, %d", ret ); } diff --git a/examples/README.txt b/examples/README.txt index 5a1c8df..54be766 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -38,7 +38,7 @@ 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 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. 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). diff --git a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm index 394146b..63d7d72 100644 --- a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm +++ b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm @@ -191,7 +191,7 @@ // connect it to the address and port we passed in to getaddrinfo(): int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen); if (!ret) { - NSLog( @"Connect suceeded..."); + NSLog( @"Connect succeeded..."); } else { NSLog( @"Connect failed, %d", ret ); } diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index e6e45d0..c604df0 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -345,7 +345,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/README.txt b/examples/README.txt index 5a1c8df..54be766 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -38,7 +38,7 @@ 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 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. 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). diff --git a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm index 394146b..63d7d72 100644 --- a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm +++ b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm @@ -191,7 +191,7 @@ // connect it to the address and port we passed in to getaddrinfo(): int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen); if (!ret) { - NSLog( @"Connect suceeded..."); + NSLog( @"Connect succeeded..."); } else { NSLog( @"Connect failed, %d", ret ); } diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index e6e45d0..c604df0 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -345,7 +345,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index 6fd75a5..b7da6e0 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -347,7 +347,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/README.txt b/examples/README.txt index 5a1c8df..54be766 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -38,7 +38,7 @@ 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 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. 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). diff --git a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm index 394146b..63d7d72 100644 --- a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm +++ b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm @@ -191,7 +191,7 @@ // connect it to the address and port we passed in to getaddrinfo(): int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen); if (!ret) { - NSLog( @"Connect suceeded..."); + NSLog( @"Connect succeeded..."); } else { NSLog( @"Connect failed, %d", ret ); } diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index e6e45d0..c604df0 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -345,7 +345,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index 6fd75a5..b7da6e0 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -347,7 +347,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/vulkan_example/CMakeLists.txt b/examples/vulkan_example/CMakeLists.txt index 3657c82..d05b451 100644 --- a/examples/vulkan_example/CMakeLists.txt +++ b/examples/vulkan_example/CMakeLists.txt @@ -9,7 +9,7 @@ set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") # 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_TESTS "Build the GLFW test programs" OFF) option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) diff --git a/examples/README.txt b/examples/README.txt index 5a1c8df..54be766 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -38,7 +38,7 @@ 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 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. 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). diff --git a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm index 394146b..63d7d72 100644 --- a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm +++ b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm @@ -191,7 +191,7 @@ // connect it to the address and port we passed in to getaddrinfo(): int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen); if (!ret) { - NSLog( @"Connect suceeded..."); + NSLog( @"Connect succeeded..."); } else { NSLog( @"Connect failed, %d", ret ); } diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index e6e45d0..c604df0 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -345,7 +345,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index 6fd75a5..b7da6e0 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -347,7 +347,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/vulkan_example/CMakeLists.txt b/examples/vulkan_example/CMakeLists.txt index 3657c82..d05b451 100644 --- a/examples/vulkan_example/CMakeLists.txt +++ b/examples/vulkan_example/CMakeLists.txt @@ -9,7 +9,7 @@ set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") # 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_TESTS "Build the GLFW test programs" OFF) option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) diff --git a/imgui.cpp b/imgui.cpp index 28c3571..551601f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -301,7 +301,7 @@ - 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). - 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("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: add variant using global identifier similar to Begin/End (#402) - 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: icons - menus: menubars: some sort of priority / effect of main menu-bar on desktop size? @@ -6096,7 +6096,7 @@ 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() { ImGuiContext& g = *GImGui; @@ -9420,7 +9420,7 @@ const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); KeepAliveID(column_id); 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->DrawList->ChannelsSplit(window->DC.ColumnsCount); @@ -9532,7 +9532,7 @@ } //----------------------------------------------------------------------------- -// 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)) diff --git a/examples/README.txt b/examples/README.txt index 5a1c8df..54be766 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -38,7 +38,7 @@ 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 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. 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). diff --git a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm index 394146b..63d7d72 100644 --- a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm +++ b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm @@ -191,7 +191,7 @@ // connect it to the address and port we passed in to getaddrinfo(): int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen); if (!ret) { - NSLog( @"Connect suceeded..."); + NSLog( @"Connect succeeded..."); } else { NSLog( @"Connect failed, %d", ret ); } diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index e6e45d0..c604df0 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -345,7 +345,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index 6fd75a5..b7da6e0 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -347,7 +347,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/vulkan_example/CMakeLists.txt b/examples/vulkan_example/CMakeLists.txt index 3657c82..d05b451 100644 --- a/examples/vulkan_example/CMakeLists.txt +++ b/examples/vulkan_example/CMakeLists.txt @@ -9,7 +9,7 @@ set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") # 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_TESTS "Build the GLFW test programs" OFF) option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) diff --git a/imgui.cpp b/imgui.cpp index 28c3571..551601f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -301,7 +301,7 @@ - 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). - 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("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: add variant using global identifier similar to Begin/End (#402) - 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: icons - menus: menubars: some sort of priority / effect of main menu-bar on desktop size? @@ -6096,7 +6096,7 @@ 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() { ImGuiContext& g = *GImGui; @@ -9420,7 +9420,7 @@ const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); KeepAliveID(column_id); 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->DrawList->ChannelsSplit(window->DC.ColumnsCount); @@ -9532,7 +9532,7 @@ } //----------------------------------------------------------------------------- -// 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)) diff --git a/imgui.h b/imgui.h index b85eaef..c72e814 100644 --- a/imgui.h +++ b/imgui.h @@ -332,7 +332,7 @@ IMGUI_API void TreePush(const void* ptr_id = NULL); // " IMGUI_API void TreePop(); // ~ Unindent()+PopId() 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 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 diff --git a/examples/README.txt b/examples/README.txt index 5a1c8df..54be766 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -38,7 +38,7 @@ 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 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. 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). diff --git a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm index 394146b..63d7d72 100644 --- a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm +++ b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm @@ -191,7 +191,7 @@ // connect it to the address and port we passed in to getaddrinfo(): int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen); if (!ret) { - NSLog( @"Connect suceeded..."); + NSLog( @"Connect succeeded..."); } else { NSLog( @"Connect failed, %d", ret ); } diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index e6e45d0..c604df0 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -345,7 +345,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index 6fd75a5..b7da6e0 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -347,7 +347,7 @@ // By using D3DCompile() from / 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: - // 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. // See https://github.com/ocornut/imgui/pull/638 for sources and details. diff --git a/examples/vulkan_example/CMakeLists.txt b/examples/vulkan_example/CMakeLists.txt index 3657c82..d05b451 100644 --- a/examples/vulkan_example/CMakeLists.txt +++ b/examples/vulkan_example/CMakeLists.txt @@ -9,7 +9,7 @@ set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") # 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_TESTS "Build the GLFW test programs" OFF) option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) diff --git a/imgui.cpp b/imgui.cpp index 28c3571..551601f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -301,7 +301,7 @@ - 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). - 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("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: add variant using global identifier similar to Begin/End (#402) - 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: icons - menus: menubars: some sort of priority / effect of main menu-bar on desktop size? @@ -6096,7 +6096,7 @@ 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() { ImGuiContext& g = *GImGui; @@ -9420,7 +9420,7 @@ const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); KeepAliveID(column_id); 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->DrawList->ChannelsSplit(window->DC.ColumnsCount); @@ -9532,7 +9532,7 @@ } //----------------------------------------------------------------------------- -// 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)) diff --git a/imgui.h b/imgui.h index b85eaef..c72e814 100644 --- a/imgui.h +++ b/imgui.h @@ -332,7 +332,7 @@ IMGUI_API void TreePush(const void* ptr_id = NULL); // " IMGUI_API void TreePop(); // ~ Unindent()+PopId() 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 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 diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 0d9dbbc..ae50801 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -896,7 +896,7 @@ 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 ImGui::Text("Two items: Hello"); ImGui::SameLine();