mirror of https://github.com/axmolengine/axmol.git
Merge pull request #14650 from mogemimi/fix-typo-extensions
Fix typos in documentation and comments
This commit is contained in:
commit
07077f5c36
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@ -107,7 +107,7 @@ void Control::sendActionsForControlEvents(EventType controlEvents)
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// For each control events
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for (int i = 0; i < kControlEventTotalNumber; i++)
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{
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// If the given controlEvents bitmask contains the curent event
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// If the given controlEvents bitmask contains the current event
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if (((int)controlEvents & (1 << i)))
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{
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// Call invocations
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@ -135,7 +135,7 @@ void Control::addTargetWithActionForControlEvents(Ref* target, Handler action, E
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// For each control events
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for (int i = 0; i < kControlEventTotalNumber; i++)
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{
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// If the given controlEvents bitmask contains the curent event
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// If the given controlEvents bitmask contains the current event
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if (((int)controlEvents & (1 << i)))
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{
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this->addTargetWithActionForControlEvent(target, action, (EventType)(1<<i));
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@ -148,7 +148,7 @@ void Control::addTargetWithActionForControlEvents(Ref* target, Handler action, E
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/**
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* Adds a target and action for a particular event to an internal dispatch
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* table.
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* The action message may optionnaly include the sender and the event as
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* The action message may optionally include the sender and the event as
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* parameters, in that order.
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* When you call this method, target is not retained.
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*
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@ -173,7 +173,7 @@ void Control::removeTargetWithActionForControlEvents(Ref* target, Handler action
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// For each control events
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for (int i = 0; i < kControlEventTotalNumber; i++)
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{
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// If the given controlEvents bitmask contains the curent event
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// If the given controlEvents bitmask contains the current event
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if (((int)controlEvents & (1 << i)))
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{
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this->removeTargetWithActionForControlEvent(target, action, (EventType)(1 << i));
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@ -84,7 +84,7 @@ public:
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/** The possible state for a control. */
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enum class State
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{
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NORMAL = 1 << 0, // The normal, or default state of a control¡ªthat is, enabled but neither selected nor highlighted.
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NORMAL = 1 << 0, // The normal, or default state of a control that is, enabled but neither selected nor highlighted.
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HIGH_LIGHTED = 1 << 1, // Highlighted state of a control. A control enters this state when a touch down, drag inside or drag enter is performed. You can retrieve and set this value through the highlighted property.
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DISABLED = 1 << 2, // Disabled state of a control. This state indicates that the control is currently disabled. You can retrieve and set this value through the enabled property.
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SELECTED = 1 << 3 // Selected state of a control. This state indicates that the control is currently selected. You can retrieve and set this value through the selected property.
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@ -122,7 +122,7 @@ public:
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/**
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* Adds a target and action for a particular event (or events) to an internal
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* dispatch table.
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* The action message may optionnaly include the sender and the event as
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* The action message may optionally include the sender and the event as
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* parameters, in that order.
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* When you call this method, target is not retained.
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*
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@ -138,7 +138,7 @@ public:
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* Removes a target and action for a particular event (or events) from an
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* internal dispatch table.
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*
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* @param target The target object—that is, the object to which the action
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* @param target The target object that is, the object to which the action
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* message is sent. Pass nil to remove all targets paired with action and the
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* specified control events.
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* @param action A selector identifying an action message. Pass NULL to remove
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@ -149,7 +149,7 @@ public:
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virtual void removeTargetWithActionForControlEvents(Ref* target, Handler action, EventType controlEvents);
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/**
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* Returns a point corresponding to the touh location converted into the
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* Returns a point corresponding to the touch location converted into the
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* control space coordinates.
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* @param touch A Touch object that represents a touch.
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*/
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@ -190,7 +190,7 @@ CC_CONSTRUCTOR_ACCESS:
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protected:
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/**
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* Returns an Invocation object able to construct messages using a given
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* target-action pair. (The invocation may optionnaly include the sender and
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* target-action pair. (The invocation may optionally include the sender and
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* the event as parameters, in that order)
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*
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* @param target The target object.
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@ -217,11 +217,11 @@ protected:
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/**
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* Adds a target and action for a particular event to an internal dispatch
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* table.
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* The action message may optionnaly include the sender and the event as
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* The action message may optionally include the sender and the event as
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* parameters, in that order.
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* When you call this method, target is not retained.
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*
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* @param target The target object¡ªthat is, the object to which the action
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* @param target The target object that is, the object to which the action
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* message is sent. It cannot be nil. The target is not retained.
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* @param action A selector identifying an action message. It cannot be NULL.
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* @param controlEvent A control event for which the action message is sent.
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@ -233,7 +233,7 @@ protected:
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* Removes a target and action for a particular event from an internal dispatch
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* table.
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*
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* @param target The target object¡ªthat is, the object to which the action
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* @param target The target object that is, the object to which the action
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* message is sent. Pass nil to remove all targets paired with action and the
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* specified control events.
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* @param action A selector identifying an action message. Pass NULL to remove
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@ -134,7 +134,7 @@ public:
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virtual float getTitleTTFSizeForState(State state);
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/**
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* Sets the font of the label, changes the label to a BMFont if neccessary.
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* Sets the font of the label, changes the label to a BMFont if necessary.
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* @param fntFile The name of the font to change to
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* @param state The state that uses the specified fntFile. The values are described
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* in "CCControlState".
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@ -71,7 +71,7 @@ protected:
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void updateSliderPosition(Vec2 location);
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bool checkSliderPosition(Vec2 location);
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//maunally put in the setters
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//manually put in the setters
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CC_SYNTHESIZE_READONLY(float, _hue, Hue);
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virtual void setHue(float val);
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CC_SYNTHESIZE_READONLY(float, _huePercentage, HuePercentage);
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@ -129,7 +129,7 @@ protected:
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/** Returns the value for the given location. */
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float valueForLocation(Vec2 location);
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//maunally put in the setters
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//manually put in the setters
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/** Contains the receiver's current value. */
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CC_SYNTHESIZE_READONLY(float, _value, Value);
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@ -323,7 +323,7 @@ protected:
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*/
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Node* _container;
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/**
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* Determiens whether user touch is moved after begin phase.
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* Determines whether user touch is moved after begin phase.
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*/
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bool _touchMoved;
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/**
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@ -119,7 +119,7 @@ protected:
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/** Although the scale is on a Particle System level, the affector can also be scaled.
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*/
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Vec3 _affectorScale;
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/** Because the public attribute ´position?is sometimes used for both localspace and worldspace
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/** Because the public attribute position is sometimes used for both localspace and worldspace
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position, the mDerivedPosition attribute is introduced.
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*/
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Vec3 _derivedPosition;
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@ -104,7 +104,7 @@ void PUAffectorTranslator::translate(PUScriptCompiler* compiler, PUAbstractNode
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}
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else if (prop->name == token[TOKEN_POSITION])
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{
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// Property: positon
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// Property: position
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if (passValidateProperty(compiler, prop, token[TOKEN_POSITION], VAL_VECTOR3))
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{
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Vec3 val;
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@ -107,7 +107,7 @@ public:
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bool alwaysUsePosition(void) const {return _alwaysUsePosition;};
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/** Set the boolean to indicate whether the position of the particle that is handled must be used for emission of
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the new particle or whether the contact point of the physics actor must be used. This only applies if a physics angine
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the new particle or whether the contact point of the physics actor must be used. This only applies if a physics engine
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is used, otherwise the default is used.
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*/
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void setAlwaysUsePosition(bool alwaysUsePosition) {_alwaysUsePosition = alwaysUsePosition;};
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@ -143,14 +143,14 @@ protected:
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/** Store the technique value to keep up to speed.
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@remarks
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If the ParticleTechnique has been destroyed, the DoPlacementParticleEventHandler isn´t automatically
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If the ParticleTechnique has been destroyed, the DoPlacementParticleEventHandler isn't automatically
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notified. Using the pointer causes an exception.
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*/
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PUParticleSystem3D* _system;
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/** Store the emitter value to keep up to speed.
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@remarks
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If the ParticleEmitter has been destroyed, the DoPlacementParticleEventHandler isn´t automatically
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If the ParticleEmitter has been destroyed, the DoPlacementParticleEventHandler isn't automatically
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notified. Using the pointer causes an exception.
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*/
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PUEmitter* _emitter;
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@ -258,7 +258,7 @@ class CC_DLL PUDynamicAttributeCurved : public PUDynamicAttribute
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inline ControlPointList::iterator getLastValidIterator(void);
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};
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/* This class generates values based on an oscillating functione (i.e. Sine).
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/* This class generates values based on an oscillating function (i.e. Sine).
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*/
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class CC_DLL PUDynamicAttributeOscillate : public PUDynamicAttribute
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{
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@ -108,7 +108,7 @@ void PUEmitterTranslator::translate(PUScriptCompiler* compiler, PUAbstractNode *
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}
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else if (prop->name == token[TOKEN_POSITION])
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{
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// Property: positon
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// Property: position
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if (passValidateProperty(compiler, prop, token[TOKEN_POSITION], VAL_VECTOR3))
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{
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Vec3 val;
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@ -133,7 +133,7 @@ public:
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/** Destructor **/
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~MeshInfo (void);
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/** Generate a random number. The ´high?argument determines that numbers are
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/** Generate a random number. The high argument determines that numbers are
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returned between [0..high] **/
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float getGaussianRandom (float high, float cutoff = 4);
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@ -196,7 +196,7 @@ public:
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/** Returns the type op distribution.
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@remarks
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There are several ways to emit particles on the surface of a mesh. This attribute indicates
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the type of distrubution on the surface.
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the type of distribution on the surface.
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*/
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const MeshInfo::MeshSurfaceDistribution getDistribution (void) const;
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@ -198,7 +198,7 @@ void PUObserver::destroyEventHandler(PUEventHandler* eventHandler)
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{
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if (*it == eventHandler)
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{
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// Detroy it
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// Destroy it
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//ParticleSystemManager::getSingletonPtr()->destroyEventHandler(*it);
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(*it)->release();
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_eventHandlers.erase(it);
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@ -159,7 +159,7 @@ public:
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bool getObserveUntilEvent(void) const;
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/** Sets the value of mObserveUntilEvent. This value determines whether observation must be continued
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after an event ocurred and the event handlers are called.
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after an event occurred and the event handlers are called.
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*/
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void setObserveUntilEvent(bool observeUntilEvent);
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@ -213,8 +213,8 @@ protected:
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// Particle type to be observed. Default is that all particles are observed.
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PUParticle3D::ParticleType _particleTypeToObserve;
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/** Determines whether mParticleTypeToObserve is set. If ´true? only that particles of the specified type
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are observed. If ´false?(= default), all particles are observed.
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/** Determines whether mParticleTypeToObserve is set. If true only that particles of the specified type
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are observed. If false (= default), all particles are observed.
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*/
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bool _particleTypeToObserveSet;
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@ -50,13 +50,13 @@ public:
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*/
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virtual bool observe (PUParticle3D* particle, float timeElapsed) override;
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/** The _processParticle() function is overridden, because we don´t observe an individual particle.
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even if there isn´t a particle left anymore (and that is the situation we want to validate).
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/** The _processParticle() function is overridden, because we don't observe an individual particle.
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even if there isn't a particle left anymore (and that is the situation we want to validate).
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*/
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virtual void updateObserver(PUParticle3D* particle, float timeElapsed, bool firstParticle) override;
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/** Instead of the _processParticle(), the _postProcessParticles() is used because it is called
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even if there isn´t a particle left anymore (and that is the situation we want to validate).
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even if there isn't a particle left anymore (and that is the situation we want to validate).
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*/
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virtual void postUpdateObserver(float timeElapsed) override;
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@ -1011,7 +1011,7 @@ void PUParticleSystem3D::initParticleForExpiration( PUParticle3D* particle, floa
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it->particleExpired(this, particle);
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}
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///** Externs are also called to perform expiration activities. If needed, affectors and emitters may be added, but at the moment
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// there is no reason for (and we don´t want to waste cpu resources).
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// there is no reason for (and we don't want to waste cpu resources).
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//*/
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//if (!mExterns.empty())
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//{
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@ -55,7 +55,7 @@ bool PURandomiserTranslator::translateChildProperty( PUScriptCompiler* compiler,
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}
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else if (prop->name == token[TOKEN_RND_MAX_DEVIATION_X])
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{
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// Property: rand_aff_max_deviation_x (depreacted and replaced by 'max_deviation_x')
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// Property: rand_aff_max_deviation_x (deprecated and replaced by 'max_deviation_x')
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if (passValidateProperty(compiler, prop, token[TOKEN_RND_MAX_DEVIATION_X], VAL_REAL))
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{
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float val = 0.0f;
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@ -89,7 +89,7 @@ void PUTechniqueTranslator::translate(PUScriptCompiler* compiler, PUAbstractNode
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}
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else if (prop->name == token[TOKEN_POSITION])
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{
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// Property: positon
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// Property: position
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if (passValidateProperty(compiler, prop, token[TOKEN_POSITION], VAL_VECTOR3))
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{
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Vec3 val;
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@ -62,7 +62,7 @@ public:
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*/
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void setRotationSpeed(PUDynamicAttribute* dynRotationSpeed);
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/** Returns the rotation defined in the the affector.
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/** Returns the rotation defined in the affector.
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*/
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PUDynamicAttribute* getRotation(void) const;
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@ -62,9 +62,9 @@ NS_CC_BEGIN
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// /** Defines the speed of generating spawnpoints. In each Particle Technique update
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// 'mIterations' vertices are traversed.
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// @remarks
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// Setting this attribute to a higher value is needed if the emssion rate of the emitter
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// Setting this attribute to a higher value is needed if the emission rate of the emitter
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// is high. On slower computers, emitting the particles may exceed generating the
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// spawnpoints (because this is not done at once, but per Particle Tehcnique update).
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// spawnpoints (because this is not done at once, but per Particle Technique update).
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// */
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// unsigned short mIterations;
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//
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@ -253,7 +253,7 @@ void AssetsManager::downloadAndUncompress()
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void AssetsManager::update()
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{
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// all operation in checkUpdate, nothing need to do
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// keep this function for compatiblity
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// keep this function for compatibility
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}
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bool AssetsManager::uncompress()
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@ -308,8 +308,8 @@ bool AssetsManager::uncompress()
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const size_t filenameLength = strlen(fileName);
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if (fileName[filenameLength-1] == '/')
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{
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// Entry is a direcotry, so create it.
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// If the directory exists, it will failed scilently.
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// Entry is a directory, so create it.
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// If the directory exists, it will failed silently.
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if (!FileUtils::getInstance()->createDirectory(fullPath))
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{
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CCLOG("can not create directory %s", fullPath.c_str());
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@ -55,7 +55,7 @@ public:
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// Error caused by creating a file to store downloaded data
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CREATE_FILE,
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/** Error caused by network
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-- network unavaivable
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-- network unavailable
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-- timeout
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-- ...
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*/
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@ -833,7 +833,7 @@ void AssetsManagerEx::onError(const network::DownloadTask& task,
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int errorCodeInternal,
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const std::string& errorStr)
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{
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// Skip version error occured
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// Skip version error occurred
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if (task.identifier == VERSION_ID)
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{
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CCLOG("AssetsManagerEx : Fail to download version file, step skipped\n");
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@ -149,7 +149,7 @@ protected:
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*/
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const DownloadUnits& getFailedAssets() const;
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/** @brief Function for destorying the downloaded version file and manifest file
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/** @brief Function for destroying the downloaded version file and manifest file
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*/
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void destroyDownloadedVersion();
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