Docs: Renamed all occurences of "binding" and "back-end" to "backend" in comments and documentations, for consistency.

This commit is contained in:
ocornut
2020-10-12 17:34:22 +02:00
parent 041ef01b33
commit 124c2608f1
65 changed files with 265 additions and 261 deletions

View File

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