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Docs: Renamed all occurences of "binding" and "back-end" to "backend" in comments and documentations, for consistency.
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@@ -1,4 +1,4 @@
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// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
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// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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@@ -68,7 +68,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
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return false;
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// Setup back-end capabilities flags
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// Setup backend capabilities flags
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g_hWnd = (HWND)hwnd;
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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@@ -214,7 +214,7 @@ static void ImGui_ImplWin32_UpdateGamepads()
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void ImGui_ImplWin32_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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// Setup display size (every frame to accommodate for window resizing)
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RECT rect;
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@@ -259,7 +259,7 @@ void ImGui_ImplWin32_NewFrame()
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// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
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// Call from your application's message handler.
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// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
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// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
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@@ -352,7 +352,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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//---------------------------------------------------------------------------------------------------------
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// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
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// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
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// If you are trying to implement your own back-end for your own engine, you may ignore that noise.
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// If you are trying to implement your own backend for your own engine, you may ignore that noise.
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//---------------------------------------------------------------------------------------------------------
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// Implement some of the functions and types normally declared in recent Windows SDK.
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