diff --git a/Engine/Source/Editor/ImGui/EditorImGuiViewport.cpp b/Engine/Source/Editor/ImGui/EditorImGuiViewport.cpp index 92cc87d8..c3118ed2 100644 --- a/Engine/Source/Editor/ImGui/EditorImGuiViewport.cpp +++ b/Engine/Source/Editor/ImGui/EditorImGuiViewport.cpp @@ -86,7 +86,7 @@ EditorImGuiViewport::EditorImGuiViewport(engine::RenderContext* pRenderContext) void EditorImGuiViewport::Update() { - //struct Rect { int left, top, m_width, m_height; }; + //struct Rect { int left, top, width, height; }; //struct Monitor { // Rect work_rect; // Rect monitor_rect; @@ -101,9 +101,9 @@ void EditorImGuiViewport::Update() // const os::Monitor& m = monitors[i]; // ImGuiPlatformMonitor im; // im.MainPos = ImVec2((float)m.monitor_rect.left, (float)m.monitor_rect.top); - // im.MainSize = ImVec2((float)m.monitor_rect.m_width, (float)m.monitor_rect.m_height); + // im.MainSize = ImVec2((float)m.monitor_rect.width, (float)m.monitor_rect.height); // im.WorkPos = ImVec2((float)m.work_rect.left, (float)m.work_rect.top); - // im.WorkSize = ImVec2((float)m.work_rect.m_width, (float)m.work_rect.m_height); + // im.WorkSize = ImVec2((float)m.work_rect.width, (float)m.work_rect.height); // // if (m.primary) { // pio.Monitors.push_front(im); diff --git a/Engine/Source/Editor/UILayers/AssetBrowser.cpp b/Engine/Source/Editor/UILayers/AssetBrowser.cpp index 4313753b..7dd995f3 100644 --- a/Engine/Source/Editor/UILayers/AssetBrowser.cpp +++ b/Engine/Source/Editor/UILayers/AssetBrowser.cpp @@ -1130,7 +1130,7 @@ void AssetBrowser::Update() // Column border size is fixed in ImGui // https://stackoverflow.com/questions/72068188/how-do-i-change-the-border-size-for-a-table-in-dear-imgui - // Colomn m_width doesn't have a flag to set only in the first frame. + // Colomn width doesn't have a flag to set only in the first frame. ImGui::SetColumnWidth(0, ImGui::GetWindowContentRegionMax().x * 0.3f); bFirstUpdate = false; } diff --git a/Engine/Source/Editor/UILayers/OutputLog.cpp b/Engine/Source/Editor/UILayers/OutputLog.cpp index 8b3f011c..4b94fd10 100644 --- a/Engine/Source/Editor/UILayers/OutputLog.cpp +++ b/Engine/Source/Editor/UILayers/OutputLog.cpp @@ -123,7 +123,7 @@ void OutputLog::Draw() { // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them // on your side is recommended. Using ImGuiListClipper requires // - A) random access into your data - // - B) items all being the same m_height, + // - B) items all being the same height, // both of which we can handle since we have an array pointing to the beginning of each line of text. // When using the filter (in the block of code above) we don't have random access into the data to display // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make diff --git a/Engine/Source/Runtime/ECWorld/TerrainComponent.h b/Engine/Source/Runtime/ECWorld/TerrainComponent.h index 2f571469..f071fd39 100644 --- a/Engine/Source/Runtime/ECWorld/TerrainComponent.h +++ b/Engine/Source/Runtime/ECWorld/TerrainComponent.h @@ -58,11 +58,11 @@ class TerrainComponent final private: //mesh - uint16_t m_meshWidth = 129U;//uint32_t is too big for m_width + uint16_t m_meshWidth = 129U;//uint32_t is too big for width uint16_t m_meshDepth = 129U; //m_height map input - uint16_t m_texWidth = 129U;//uint32_t is too big for m_width + uint16_t m_texWidth = 129U;//uint32_t is too big for width uint16_t m_texDepth = 129U;// float m_roughness = 1.55f; float m_minHeight = 0.0f; @@ -71,7 +71,7 @@ class TerrainComponent final //for patch wise generating //uint32_t m_PatchSize; - //m_height map output + //height map output std::vector m_elevationRawData; }; diff --git a/Engine/Source/Runtime/ImGui/ImGuiContextInstance.cpp b/Engine/Source/Runtime/ImGui/ImGuiContextInstance.cpp index be6f0e72..0f174135 100644 --- a/Engine/Source/Runtime/ImGui/ImGuiContextInstance.cpp +++ b/Engine/Source/Runtime/ImGui/ImGuiContextInstance.cpp @@ -249,7 +249,7 @@ void ImGuiContextInstance::BeginDockSpace() ImGuiWindowFlags_NoBackground; // Place dock space window under static imgui layers. - // It is a hack now as only main menu bar is a static layer so we only need to adjust the m_height. + // It is a hack now as only main menu bar is a static layer so we only need to adjust the height. // If we have more static layers, we need to calculate their accurate areas. ImGuiViewport* pMainViewport = ImGui::GetMainViewport(); assert(pMainViewport && "The main viewport cannot be null");