Fix typos in `crates/egui/src/context.rs` (#3966)
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@ -187,7 +187,7 @@ impl ContextImpl {
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// ----------------------------------------------------------------------------
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/// Used to store each widgets [Id], [Rect] and [Sense] each frame.
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/// Used to store each widget's [Id], [Rect] and [Sense] each frame.
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/// Used to check for overlaps between widgets when handling events.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub struct WidgetRect {
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@ -197,7 +197,7 @@ pub struct WidgetRect {
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/// The globally unique widget id.
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///
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/// For interactive widgets, this better be globally unique.
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/// If not there will get weird bugs,
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/// If not there will be weird bugs,
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/// and also big red warning test on the screen in debug builds
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/// (see [`Options::warn_on_id_clash`]).
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///
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@ -210,7 +210,7 @@ pub struct WidgetRect {
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/// Stores the positions of all widgets generated during a single egui update/frame.
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///
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/// Acgtually, only those that are on screen.
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/// Actually, only those that are on screen.
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#[derive(Default, Clone, PartialEq, Eq)]
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pub struct WidgetRects {
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/// All widgets, in painting order.
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@ -329,7 +329,7 @@ struct ViewportRepaintInfo {
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/// What was the output of `repaint_delay` on the previous frame?
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///
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/// If this was zero, we are repaining as quickly as possible
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/// If this was zero, we are repainting as quickly as possible
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/// (as far as we know).
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prev_frame_paint_delay: Duration,
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}
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@ -363,7 +363,7 @@ impl ViewportRepaintInfo {
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#[derive(Default)]
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struct ContextImpl {
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/// Since we could have multiple viewport across multiple monitors with
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/// Since we could have multiple viewports across multiple monitors with
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/// different `pixels_per_point`, we need a `Fonts` instance for each unique
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/// `pixels_per_point`.
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/// This is because the `Fonts` depend on `pixels_per_point` for the font atlas
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@ -1394,18 +1394,18 @@ impl Context {
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/// redraws when the app is not in focus. But sometimes the GUI of the app might become stale
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/// and outdated if it is not updated for too long.
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///
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/// Lets say, something like a stop watch widget that displays the time in seconds. You would waste
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/// Let's say, something like a stopwatch widget that displays the time in seconds. You would waste
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/// resources repainting multiple times within the same second (when you have no input),
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/// just calculate the difference of duration between current time and next second change,
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/// and call this function, to make sure that you are displaying the latest updated time, but
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/// not wasting resources on needless repaints within the same second.
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///
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/// ### Quirk:
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/// Duration begins at the next frame. lets say for example that its a very inefficient app
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/// Duration begins at the next frame. Let's say for example that it's a very inefficient app
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/// and takes 500 milliseconds per frame at 2 fps. The widget / user might want a repaint in
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/// next 500 milliseconds. Now, app takes 1000 ms per frame (1 fps) because the backend event
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/// timeout takes 500 milliseconds AFTER the vsync swap buffer.
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/// So, its not that we are requesting repaint within X duration. We are rather timing out
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/// So, it's not that we are requesting repaint within X duration. We are rather timing out
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/// during app idle time where we are not receiving any new input events.
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///
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/// This repaints the current viewport
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@ -2480,7 +2480,7 @@ impl Context {
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.default_open(false)
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.show(ui, |ui| {
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ui.set_min_height(120.0);
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ui.label("What caused egui to reapint:");
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ui.label("What caused egui to repaint:");
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ui.add_space(8.0);
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let causes = ui.ctx().repaint_causes();
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for cause in causes {
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