Docs: fixed some typos (#9217)

diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h
index c01600d..7dc8cb5 100644
--- a/backends/imgui_impl_glfw.h
+++ b/backends/imgui_impl_glfw.h
@@ -48,7 +48,7 @@
 IMGUI_IMPL_API void     ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
 IMGUI_IMPL_API void     ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
 
-// GFLW callbacks options:
+// GLFW callbacks options:
 // - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
 IMGUI_IMPL_API void     ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
 
diff --git a/docs/BACKENDS.md b/docs/BACKENDS.md
index 62acb1e..7839764 100644
--- a/docs/BACKENDS.md
+++ b/docs/BACKENDS.md
@@ -337,7 +337,7 @@
     {
         // Create texture based on tex->Width, tex->Height.
         // - Most backends only support tex->Format == ImTextureFormat_RGBA32.
-        // - Backends for particularly memory constrainted platforms may support tex->Format == ImTextureFormat_Alpha8.
+        // - Backends for particularly memory constrained platforms may support tex->Format == ImTextureFormat_Alpha8.
 
         // Upload all texture pixels
         // - Read from our CPU-side copy of the texture and copy to your graphics API.
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 253a4b0..00349b9 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -346,7 +346,7 @@
      debug/metrics window is not in the same viewport as the table.
 - Backends:
   - NULL: added imgui_impl_null platform/renderer backend.
-    This is designed if you need to run e.g. context with no input or no ouput.
+    This is designed if you need to run e.g. context with no input or no output.
   - GLFW: fixed building on Linux platforms where Wayland headers
     are not available. (#9024, #8969, #8921, #8920) [@jagot]
   - GLFW: lower minimum requirement from GLFW 3.1 to GLFW 3.0. Though
@@ -828,7 +828,7 @@
       which font input is providing which glyph.
 - Fonts: **IMPORTANT** on Thread Safety:
   - A few functions such as font->CalcTextSizeA() were by sheer luck (== accidentally)
-    thread-safe even thou we had never provided that guarantee before. They are
+    thread-safe even though we had never provided that guarantee before. They are
     definitively not thread-safe anymore as new glyphs may be loaded.
 
 - Textures:
diff --git a/examples/example_glfw_wgpu/CMakeLists.txt b/examples/example_glfw_wgpu/CMakeLists.txt
index 11248df..86291f9 100644
--- a/examples/example_glfw_wgpu/CMakeLists.txt
+++ b/examples/example_glfw_wgpu/CMakeLists.txt
@@ -102,7 +102,7 @@
             option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
             set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
 
-            option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3
+            option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
 
             # Dawn builds many things by default - disable things we don't need
             option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
diff --git a/examples/example_glfw_wgpu/README.md b/examples/example_glfw_wgpu/README.md
index 1196472..04320d2 100644
--- a/examples/example_glfw_wgpu/README.md
+++ b/examples/example_glfw_wgpu/README.md
@@ -89,7 +89,7 @@
 ---
 
 ### CMake useful options
-#### Generator types (alternative to **ninja** bulder):
+#### Generator types (alternative to **ninja** builder):
 - `-G Ninja` to build with __ninja__ builder
 - `-G "Unix Makefiles"` to build with __make__ builder
 - `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only 
diff --git a/examples/example_sdl2_wgpu/CMakeLists.txt b/examples/example_sdl2_wgpu/CMakeLists.txt
index c4c3eee..ae0d626 100644
--- a/examples/example_sdl2_wgpu/CMakeLists.txt
+++ b/examples/example_sdl2_wgpu/CMakeLists.txt
@@ -92,7 +92,7 @@
         else()
             set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
 
-            option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3
+            option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
 
             option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
             set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
diff --git a/examples/example_sdl2_wgpu/README.md b/examples/example_sdl2_wgpu/README.md
index cdfd032..afba7b8 100644
--- a/examples/example_sdl2_wgpu/README.md
+++ b/examples/example_sdl2_wgpu/README.md
@@ -89,7 +89,7 @@
 ---
 
 ### CMake useful options
-#### Generator types (alternative to **ninja** bulder):
+#### Generator types (alternative to **ninja** builder):
 - `-G Ninja` to build with __ninja__ builder
 - `-G "Unix Makefiles"` to build with __make__ builder
 - `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only 
diff --git a/examples/example_sdl3_wgpu/CMakeLists.txt b/examples/example_sdl3_wgpu/CMakeLists.txt
index 0b8dc48..2f3d48f 100644
--- a/examples/example_sdl3_wgpu/CMakeLists.txt
+++ b/examples/example_sdl3_wgpu/CMakeLists.txt
@@ -95,7 +95,7 @@
         else()
             set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
 
-            option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3
+            option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
 
             option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
             set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
diff --git a/examples/example_sdl3_wgpu/README.md b/examples/example_sdl3_wgpu/README.md
index bd7c336..35857be 100644
--- a/examples/example_sdl3_wgpu/README.md
+++ b/examples/example_sdl3_wgpu/README.md
@@ -89,7 +89,7 @@
 ---
 
 ### CMake useful options
-#### Generator types (alternative to **ninja** bulder):
+#### Generator types (alternative to **ninja** builder):
 - `-G Ninja` to build with __ninja__ builder
 - `-G "Unix Makefiles"` to build with __make__ builder
 - `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only 
diff --git a/imgui.cpp b/imgui.cpp
index 5665595..35c7a7a 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -486,7 +486,7 @@
                              io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2);
                          - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph.
                        - Fonts: **IMPORTANT** on Thread Safety:
-                          - A few functions such as font->CalcTextSizeA() were, by sheer luck (== accidentally) thread-safe even thou we had never provided that guarantee. They are definitively not thread-safe anymore as new glyphs may be loaded.
+                          - A few functions such as font->CalcTextSizeA() were, by sheer luck (== accidentally) thread-safe even though we had never provided that guarantee. They are definitively not thread-safe anymore as new glyphs may be loaded.
                        - Fonts: ImFont::FontSize was removed and does not make sense anymore. ImFont::LegacySize is the size passed to AddFont().
                        - Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font".
                        - Fonts: Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'.
@@ -1467,7 +1467,7 @@
     ColumnsMinSpacing           = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
     ScrollbarSize               = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
     ScrollbarRounding           = 9.0f;             // Radius of grab corners rounding for scrollbar
-    ScrollbarPadding            = 2.0f;             // Padding of scrollbar grab within its frame (same for both axises)
+    ScrollbarPadding            = 2.0f;             // Padding of scrollbar grab within its frame (same for both axes)
     GrabMinSize                 = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
     GrabRounding                = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
     LogSliderDeadzone           = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
@@ -5215,7 +5215,7 @@
         g.MovingWindow = window;
 }
 
-// This is not 100% symetric with StartMouseMovingWindow().
+// This is not 100% symmetric with StartMouseMovingWindow().
 // We do NOT clear ActiveID, because:
 // - It would lead to rather confusing recursive code paths. Caller can call ClearActiveID() if desired.
 // - Some code intentionally cancel moving but keep the ActiveID to lock inputs (e.g. code path taken when clicking a disabled item).
@@ -5296,7 +5296,7 @@
             StartMouseMovingWindow(hovered_window); //-V595
 
             // FIXME: In principle we might be able to call StopMouseMovingWindow() below.
-            // Please note how StartMouseMovingWindow() and StopMouseMovingWindow() and not entirely symetrical, at the later doesn't clear ActiveId.
+            // Please note how StartMouseMovingWindow() and StopMouseMovingWindow() and not entirely symmetrical, at the later doesn't clear ActiveId.
 
             // Cancel moving if clicked outside of title bar
             if ((hovered_window->BgClickFlags & ImGuiWindowBgClickFlags_Move) == 0) // set by io.ConfigWindowsMoveFromTitleBarOnly
@@ -6704,7 +6704,7 @@
     size_desired[ImGuiAxis_Y] = (axis_mask & 2) ? size_contents.y + size_pad.y + decoration_h_without_scrollbars : window->Size.y;
 
     // Determine maximum window size
-    // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction
+    // Child windows are laid within their parent (unless they are also popups/menus) and thus have no restriction
     ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
 
     if (window->Flags & ImGuiWindowFlags_Tooltip)
@@ -8030,7 +8030,7 @@
             g.TooltipPreviousWindow = window;
 
         // Set default BgClickFlags
-        // This is set at the end of this function, so UpdateWindowManualResize()/ClampWindowPos() may use last-frame value if overriden by user code.
+        // This is set at the end of this function, so UpdateWindowManualResize()/ClampWindowPos() may use last-frame value if overridden by user code.
         // FIXME: The general intent is that we will later expose config options to default to enable scrolling + select scrolling mouse button.
         window->BgClickFlags = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->BgClickFlags : (g.IO.ConfigWindowsMoveFromTitleBarOnly ? ImGuiWindowBgClickFlags_None : ImGuiWindowBgClickFlags_Move);
 
diff --git a/imgui.h b/imgui.h
index 0706da6..8d0374b 100644
--- a/imgui.h
+++ b/imgui.h
@@ -3815,7 +3815,7 @@
     unsigned int                MetricsTotalSurface:26;// 3  // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
     unsigned int                WantDestroy:1;         // 0  //     // Queued for destroy
     unsigned int                LoadNoFallback:1;      // 0  //     // Disable loading fallback in lower-level calls.
-    unsigned int                LoadNoRenderOnLayout:1;// 0  //     // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantagous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
+    unsigned int                LoadNoRenderOnLayout:1;// 0  //     // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
     int                         LastUsedFrame;         // 4  //     // Record of that time this was bounds
     ImGuiID                     BakedId;            // 4     //     // Unique ID for this baked storage
     ImFont*                     OwnerFont;          // 4-8   // in  // Parent font
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index 5466a80..dd66e24 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -3695,7 +3695,7 @@
     IM_UNUSED(atlas);
     // IF YOU GET A CRASH IN THE IM_FREE() CALL HERE AND USED AddFontFromMemoryTTF():
     // - DUE TO LEGACY REASON AddFontFromMemoryTTF() TRANSFERS MEMORY OWNERSHIP BY DEFAULT.
-    // - IT WILL THEREFORE CRASH WHEN PASSED DATA WHICH MAY NOT BE FREEED BY IMGUI.
+    // - IT WILL THEREFORE CRASH WHEN PASSED DATA WHICH MAY NOT BE FREED BY IMGUI.
     // - USE `ImFontConfig font_cfg; font_cfg.FontDataOwnedByAtlas = false; io.Fonts->AddFontFromMemoryTTF(....., &cfg);` to disable passing ownership/
     // WE WILL ADDRESS THIS IN A FUTURE REWORK OF THE API.
     if (src->FontDataOwnedByAtlas)