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Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'. (#6969, #5834, #7468, #3590

Amend e94f95d
ocornut 10 mesiacov pred
rodič
commit
f890d85381

+ 1 - 1
backends/imgui_impl_dx11.cpp

@@ -4,7 +4,7 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

+ 2 - 2
backends/imgui_impl_dx11.h

@@ -4,7 +4,7 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -33,7 +33,7 @@ IMGUI_IMPL_API void     ImGui_ImplDX11_InvalidateDeviceObjects();
 IMGUI_IMPL_API bool     ImGui_ImplDX11_CreateDeviceObjects();
 
 // [BETA] Selected render state data shared with callbacks.
-// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplDX11_RenderDrawData() call.
+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
 // (Please open an issue if you feel you need access to more data)
 struct ImGui_ImplDX11_RenderState
 {

+ 1 - 1
backends/imgui_impl_dx12.cpp

@@ -4,7 +4,7 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
 
 // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
 // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.

+ 2 - 2
backends/imgui_impl_dx12.h

@@ -4,7 +4,7 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
 
 // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
 // See imgui_impl_dx12.cpp file for details.
@@ -44,7 +44,7 @@ IMGUI_IMPL_API void     ImGui_ImplDX12_InvalidateDeviceObjects();
 IMGUI_IMPL_API bool     ImGui_ImplDX12_CreateDeviceObjects();
 
 // [BETA] Selected render state data shared with callbacks.
-// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplDX12_RenderDrawData() call.
+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
 // (Please open an issue if you feel you need access to more data)
 struct ImGui_ImplDX12_RenderState
 {

+ 1 - 1
backends/imgui_impl_vulkan.cpp

@@ -4,7 +4,7 @@
 // Implemented features:
 //  [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
 //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
 
 // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
 // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.

+ 2 - 2
backends/imgui_impl_vulkan.h

@@ -4,7 +4,7 @@
 // Implemented features:
 //  [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
 //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
 
 // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
 // See imgui_impl_vulkan.cpp file for details.
@@ -119,7 +119,7 @@ IMGUI_IMPL_API void             ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet d
 IMGUI_IMPL_API bool             ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
 
 // [BETA] Selected render state data shared with callbacks.
-// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplVulkan_RenderDrawData() call.
+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
 // (Please open an issue if you feel you need access to more data)
 struct ImGui_ImplVulkan_RenderState
 {

+ 1 - 1
backends/imgui_impl_wgpu.cpp

@@ -5,7 +5,7 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

+ 2 - 2
backends/imgui_impl_wgpu.h

@@ -12,7 +12,7 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)platform_io.BackendRendererRenderState'.
+//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -56,7 +56,7 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
 IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
 
 // [BETA] Selected render state data shared with callbacks.
-// This is temporarily stored in io.BackendRendererRenderState during the ImGui_ImplWGPU_RenderDrawData() call.
+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
 // (Please open an issue if you feel you need access to more data)
 struct ImGui_ImplWGPU_RenderState
 {