mirror of https://github.com/axmolengine/axmol.git
Merge pull request #16133 from mogemimi/fix-documentation-typos
Fix typos in documentation comments
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06dcb2f183
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@ -51,10 +51,10 @@ public:
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* @param minSeg The minimum segments.
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* @param strokeWidth The width of stroke.
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* @param strokeColor The color of stroke.
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* @param iamgePath The texture file name of stoke.
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* @param imagePath The texture file name of stoke.
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* @return An autoreleased MotionStreak object.
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*/
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static MotionStreak* create(float timeToFade, float minSeg, float strokeWidth, const Color3B& strokeColor, const std::string& iamgePath);
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static MotionStreak* create(float timeToFade, float minSeg, float strokeWidth, const Color3B& strokeColor, const std::string& imagePath);
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/** Creates and initializes a motion streak with fade in seconds, minimum segments, stroke's width, color, texture.
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*
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* @param timeToFade The fade time, in seconds.
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@ -150,8 +150,8 @@ public:
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If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.
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Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order )
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And Nodes that have LocalZOder values < 0 are the "left" subtree
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While Nodes with LocalZOder >=0 are the "right" subtree.
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And Nodes that have LocalZOrder values < 0 are the "left" subtree
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While Nodes with LocalZOrder >=0 are the "right" subtree.
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@see `setGlobalZOrder`
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@see `setVertexZ`
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@ -179,10 +179,10 @@ public:
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CC_DEPRECATED_ATTRIBUTE virtual int getZOrder() const { return getLocalZOrder(); }
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/**
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Defines the oder in which the nodes are renderer.
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Defines the order in which the nodes are renderer.
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Nodes that have a Global Z Order lower, are renderer first.
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In case two or more nodes have the same Global Z Order, the oder is not guaranteed.
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In case two or more nodes have the same Global Z Order, the order is not guaranteed.
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The only exception if the Nodes have a Global Z Order == 0. In that case, the Scene Graph order is used.
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By default, all nodes have a Global Z Order = 0. That means that by default, the Scene Graph order is used to render the nodes.
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@ -206,7 +206,7 @@ public:
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/** Check the listener is available.
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*@return Ture if there's one available callback function at least, false if there's no one.
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* @return True if there's one available callback function at least, false if there's no one.
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*/
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virtual bool checkAvailable() override;
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@ -494,12 +494,12 @@ public:
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bool isAnchorTextDelEnabled(); /*!< valid strikethrough of a-tag? */
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void setAnchorTextUnderline(bool enable); /*!< enable the underline of a-tag */
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bool isAnchorTextUnderlineEnabled(); /*!< valid underline of a-tag? */
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/** @breif enable the outline of a-tag */
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/** @brief enable the outline of a-tag */
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void setAnchorTextOutline(bool enable, const Color3B& outlineColor = Color3B::WHITE, int outlineSize = -1);
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bool isAnchorTextOutlineEnabled(); /*!< valid outline of a-tag? */
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Color3B getAnchorTextOutlineColor3B(); /*!< return the current text outline color of a-tag */
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int getAnchorTextOutlineSize(); /*!< return the current text outline size of a-tag */
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/** @breif enable the shadow of a-tag */
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/** @brief enable the shadow of a-tag */
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void setAnchorTextShadow(bool enable, const Color3B& shadowColor = Color3B::BLACK, const Size& offset = Size(2.0, -2.0), int blurRadius = 0);
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bool isAnchorTextShadowEnabled(); /*!< valid shadow of a-tag? */
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Color3B getAnchorTextShadowColor3B(); /*!< return the current text shadow color of a-tag */
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