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Minor comments

ocornut 9 jaren geleden
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commit
d649bc485b
1 gewijzigde bestanden met toevoegingen van 9 en 13 verwijderingen
  1. 9 13
      imgui.h

+ 9 - 13
imgui.h

@@ -804,7 +804,7 @@ struct ImGuiIO
     int         MetricsActiveWindows;       // Number of visible windows (exclude child windows)
 
     //------------------------------------------------------------------
-    // [Internal] ImGui will maintain those fields for you
+    // [Private] ImGui will maintain those fields. Forward compatibility not guaranteed!
     //------------------------------------------------------------------
 
     ImVec2      MousePosPrev;               // Previous mouse position
@@ -950,10 +950,9 @@ struct ImGuiTextBuffer
 };
 
 // Helper: Simple Key->value storage
-// - Store collapse state for a tree (Int 0/1)
-// - Store color edit options (Int using values in ImGuiColorEditMode enum).
-// - Custom user storage for temporary values.
 // Typically you don't have to worry about this since a storage is held within each Window.
+// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options.
+// You can use it as custom user storage for temporary values.
 // Declare your own storage if:
 // - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
 // - You want to store custom debug data easily without adding or editing structures in your code.
@@ -985,9 +984,8 @@ struct ImGuiStorage
 
     // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
     // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
-    // - A typical use case where this is convenient:
+    // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
     //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
-    // - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
     IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
     IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
     IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
@@ -1056,8 +1054,8 @@ struct ImGuiSizeConstraintCallbackData
 
 // ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
 // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
-// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
-// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
+// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
+// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
 struct ImColor
 {
     ImVec4              Value;
@@ -1170,7 +1168,7 @@ struct ImDrawList
     ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.
 
     // [Internal, used while building lists]
-    const char*             _OwnerName;         // Pointer to owner window's name (if any) for debugging
+    const char*             _OwnerName;         // Pointer to owner window's name for debugging
     unsigned int            _VtxCurrentIdx;     // [Internal] == VtxBuffer.Size
     ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
     ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
@@ -1181,7 +1179,7 @@ struct ImDrawList
     int                     _ChannelsCount;     // [Internal] number of active channels (1+)
     ImVector<ImDrawChannel> _Channels;          // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
 
-    ImDrawList() { _OwnerName = NULL; Clear(); }
+    ImDrawList()  { _OwnerName = NULL; Clear(); }
     ~ImDrawList() { ClearFreeMemory(); }
     IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
     IMGUI_API void  PushClipRectFullScreen();
@@ -1394,9 +1392,7 @@ struct ImFont
 #pragma clang diagnostic pop
 #endif
 
-//---- Include imgui_user.h at the end of imgui.h
-//---- So you can include code that extends ImGui using any of the types declared above.
-//---- (also convenient for user to only explicitly include vanilla imgui.h)
+// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
 #ifdef IMGUI_INCLUDE_IMGUI_USER_H
 #include "imgui_user.h"
 #endif