mirror of https://github.com/axmolengine/axmol.git
Merge pull request #14299 from mogemimi/fix-docs-typo
Fix typos in documentation
This commit is contained in:
commit
4d0098c6be
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@ -455,7 +455,7 @@ public:
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void debugProcessInput(const std::string& str);
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/**@~english
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* Enable the debug environment, mozilla Firefox's remote debugger or Code IDE can connect to it.
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* @param port @~english The port to connect with the debug enviroment, default value is 5086
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* @param port @~english The port to connect with the debug environment, default value is 5086
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*/
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void enableDebugger(unsigned int port = 5086);
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/**@~english
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@ -28,7 +28,7 @@
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/** @def JSB_ASSERT_ON_FAIL
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Whether or not to assert when the arguments or conversions are incorrect.
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It is recommened to turn it off in Release mode.
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It is recommended to turn it off in Release mode.
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*/
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#ifndef JSB_ASSERT_ON_FAIL
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#define JSB_ASSERT_ON_FAIL 0
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@ -77,7 +77,7 @@
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/** @def JSB_REPRESENT_LONGLONG_AS_STR
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When JSB_REPRESENT_LONGLONG_AS_STR is defined, the long long will be represented as JS strings.
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Otherwise they will be represented as an array of two intengers.
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Otherwise they will be represented as an array of two integers.
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It is needed to to use an special representation since there are no 64-bit integers in JS.
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Representing the long long as string could be a bit slower, but it is easier to debug from JS.
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Enabled by default.
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@ -52,7 +52,7 @@ public:
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static const char* s_name()
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{
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// return id unique for DERIVED
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// ALWAYS VALID BUT STRING, NOT INT - BUT VALID AND CROSS-PLATFORM/CROSS-VERSION COMPATBLE
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// ALWAYS VALID BUT STRING, NOT INT - BUT VALID AND CROSS-PLATFORM/CROSS-VERSION COMPATIBLE
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// AS FAR AS YOU KEEP THE CLASS NAME
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return typeid( DERIVED ).name();
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}
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@ -90,9 +90,9 @@ public:
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/**
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*
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* The retain count woulde be reduced by 1 corresponding to functionId in the `lua_bridge_function_id_retain` table if it could be found.
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* The retain count would be reduced by 1 corresponding to functionId in the `lua_bridge_function_id_retain` table if it could be found.
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* If `lua_bridge_function_id` table or `lua_bridge_function_id_retain` aren't found, it would return 0.
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* If the vaule of retain count is 0 after reducing, it would update the `lua_bridge_function_id_retain` table and `lua_bridge_function_id_retain` table to remove the reference corresponding to this functionId
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* If the value of retain count is 0 after reducing, it would update the `lua_bridge_function_id_retain` table and `lua_bridge_function_id_retain` table to remove the reference corresponding to this functionId
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*
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* @param functionId the value used to search the `lua_bridge_function_id` table and `lua_bridge_function_id` table.
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* @return the retain count or 0.
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@ -66,7 +66,7 @@ public:
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CC_DEPRECATED_ATTRIBUTE static LuaEngine* defaultEngine(void) { return LuaEngine::getInstance(); }
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/**
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* Destrutor of LuaEngine.
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* Destructor of LuaEngine.
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*/
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virtual ~LuaEngine(void);
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@ -105,7 +105,7 @@ public:
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/**
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* Reload script code corresponding to moduleFileName.
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* If value of package["loaded"][moduleFileName] is existed, it would set the vaule nil.Then,it calls executeString function.
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* If value of package["loaded"][moduleFileName] is existed, it would set the value nil.Then,it calls executeString function.
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*
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* @param moduleFileName String object holding the filename of the script file that is to be executed.
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* @return 0 if the string is executed correctly or other if the string is executed wrongly.
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@ -126,14 +126,14 @@ public:
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/**
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* Remove Lua function reference by nHandler by setting toluafix_refid_function_mapping[nHandle] nil.
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*
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* @param nHandler the function reference index to find the correspoinding Lua function pointer.
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* @param nHandler the function reference index to find the corresponding Lua function pointer.
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*/
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virtual void removeScriptHandler(int nHandler) override;
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/**
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* Reallocate Lua function reference index to the Lua function pointer to add reference.
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*
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* @param nHandler the function reference index to find the correspoinding Lua function pointer.
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* @param nHandler the function reference index to find the corresponding Lua function pointer.
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*/
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virtual int reallocateScriptHandler(int nHandler) override;
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@ -87,10 +87,10 @@ public:
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/**
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* Reload script code corresponding to moduleFileName.
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* If value of package["loaded"][moduleFileName] is existed, it would set the vaule nil.Then,it calls executeString function.
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* If value of package["loaded"][moduleFileName] is existed, it would set the value nil.Then,it calls executeString function.
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*
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* @param moduleFileName String object holding the filename of the script file that is to be executed.
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* @return 0 if the string is excuted correctly or other if the string is excuted wrongly.
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* @return 0 if the string is executed correctly or other if the string is executed wrongly.
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*/
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virtual int reload(const char* moduleFileName);
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@ -108,14 +108,14 @@ public:
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/**
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* Remove Lua function reference by nHandler by setting toluafix_refid_function_mapping[nHandle] nil.
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*
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* @param nHandler the function reference index to find the correspoinding Lua function pointer.
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* @param nHandler the function reference index to find the corresponding Lua function pointer.
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*/
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virtual void removeScriptHandler(int nHandler);
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/**
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* Reallocate Lua function reference index to the Lua function pointer to add reference.
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*
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* @param nHandler the function reference index to find the correspoinding Lua function pointer.
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* @param nHandler the function reference index to find the corresponding Lua function pointer.
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*/
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virtual int reallocateScriptHandler(int nHandler);
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@ -150,7 +150,7 @@ public:
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virtual void clean(void);
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/**
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* Pushes a integer number with value intVaule onto the stack.
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* Pushes a integer number with value intValue onto the stack.
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*
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* @param intValue a integer number.
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*/
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@ -171,7 +171,7 @@ public:
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/**
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* Default constuctor of LuaValue.
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* Default constructor of LuaValue.
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* Set the default value for _type(LuaValueTypeInt) and _ccobjectType(nullptr),and init the _field.
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*/
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LuaValue(void)
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@ -47,7 +47,7 @@ class GLNode:public cocos2d::Node
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{
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public:
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/**
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* Destrutor.
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* Destructor.
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*
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* @lua NA
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* @js NA
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@ -80,13 +80,13 @@ class LuaCallFunc:public cocos2d::CallFuncN
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{
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public:
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/**
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* Default construtor.
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* Default constructor.
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*/
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LuaCallFunc():_functionLua(nullptr)
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{}
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/**
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* Destrutor.
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* Destructor.
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*/
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virtual ~LuaCallFunc()
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{}
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@ -113,7 +113,7 @@ protected:
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/**
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* In order to reduce the coupling of lua script engine and native c++ engine.
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* In the current mechanism, for the class derived from the Ref, we constuct a mapping relationship among c++ Ref object, HandlerType and the reference index corresponding to the pointer of Lua function. Then, using the ScriptHandlerMgr to manager uniformly.
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* In the current mechanism, for the class derived from the Ref, we construct a mapping relationship among c++ Ref object, HandlerType and the reference index corresponding to the pointer of Lua function. Then, using the ScriptHandlerMgr to manager uniformly.
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* By this mechanism, when native c++ Ref object wants to call the Lua function, we didn't insert the processing code in the native c++ class.
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*/
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class ScriptHandlerMgr
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@ -49,7 +49,7 @@ public:
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CCB_STATIC_NEW_AUTORELEASE_OBJECT_WITH_INIT_METHOD(CCBProxy, create);
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/**
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* Createa a CCBReader object.
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* Create a CCBReader object.
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*
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* @return a CCBReader object.
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*
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@ -71,7 +71,7 @@ public:
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/**
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* Get the true type name of pNode.
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* By using the dynamic_cast function, we coulde get the true type name of pNode.
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* By using the dynamic_cast function, we could get the true type name of pNode.
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*
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* @param pNode the Node object used to query.
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* @return a string pointer point to the true type name otherwise return "No Support".
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@ -40,7 +40,7 @@ extern "C" {
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/**
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* Call this function can import the lua bindings for the cocosdenshion module.
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* After registering, we could call the related cocosdenshion code conveniently in the lua.eg,.cc.SimpleAudioEngine:getInstance():stopAllEffects().
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* In current mechanism, most bindings function of SimpleAudioEngine are wrapped in the Lua script file named AudioEngine.lua by more friednly modes.
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* In current mechanism, most bindings function of SimpleAudioEngine are wrapped in the Lua script file named AudioEngine.lua by more friendly modes.
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* If you don't want to use the cocosdenshion module in the lua, you only don't call this registering function.
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* If you don't register the cocosdenshion module, the package size would become smaller .
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* The current mechanism,this registering function is called in the lua_module_register.h
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@ -348,7 +348,7 @@ int LuaJavaBridge::callJavaStaticMethod(lua_State *L)
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return 1 + call.pushReturnValue(L);
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}
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// increase lua function refernece counter, return counter
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// increase lua function reference counter, return counter
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int LuaJavaBridge::retainLuaFunctionById(int functionId)
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{
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lua_State *L = s_luaState;
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@ -54,13 +54,13 @@ TOLUA_API int toluafix_pushusertype_ccobject(lua_State* L,
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TOLUA_API int toluafix_remove_ccobject_by_refid(lua_State* L, int refid);
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/**
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* Get the reference id of the Lua function at the given accepteable index lo of stack.
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* Get the reference id of the Lua function at the given acceptable index lo of stack.
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* Meanwhile add reference about the Lua function through the toluafix_refid_function_mapping table in the Lua registry.
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*
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* @param L the current lua_State.
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* @param lo the given accepteable index lo of stack.
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* @param lo the given acceptable index lo of stack.
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* @param def useless.
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* @return 0 if the type of value at the given accepteable index lo of stack is not LUA_TFUNCTION; otherwise return the reference id.
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* @return 0 if the type of value at the given acceptable index lo of stack is not LUA_TFUNCTION; otherwise return the reference id.
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* @lua NA
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* @js NA
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*/
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@ -70,7 +70,7 @@ TOLUA_API int toluafix_ref_function(lua_State* L, int lo, int def);
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* Push the Lua function found by the refid in the toluafix_refid_function_mapping table in the Lua registry on the top index of the current stack.
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*
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* @param L the current lua_State.
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* @param refid referenc id corresponding to the Lua function.
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* @param refid reference id corresponding to the Lua function.
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* @lua NA
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* @js NA
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*/
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@ -80,7 +80,7 @@ TOLUA_API void toluafix_get_function_by_refid(lua_State* L, int refid);
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* Remove the reference of the Lua function corresponding to the refid in the toluafix_refid_function_mapping table in the Lua registry.
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*
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* @param L the current lua_State.
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* @param refid referenc id corresponding to the Lua function.
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* @param refid reference id corresponding to the Lua function.
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* @lua NA
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* @js NA
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*/
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@ -90,10 +90,10 @@ TOLUA_API void toluafix_remove_function_by_refid(lua_State* L, int refid);
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* Verify the value at the given acceptable index is a function or not.
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*
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* @param L the current lua_State.
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* @param lo the given accepteable index lo of stack.
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* @param lo the given acceptable index lo of stack.
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* @param type useless.
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* @param def useless.
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* @param err if triggger the error, record the error message to err.
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* @param err if trigger the error, record the error message to err.
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* @return 1 if the value at the given acceptable index is a function, otherwise return 0.
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* @lua NA
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* @js NA
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@ -108,10 +108,10 @@ TOLUA_API int toluafix_totable(lua_State* L, int lo, int def);
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* Verify the value at the given acceptable index is a table or not.
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*
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* @param L the current lua_State.
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* @param lo the given accepteable index lo of stack.
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* @param lo the given acceptable index lo of stack.
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* @param type useless.
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* @param def whether has the default value.
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* @param err if triggger the error, record the error message to err.
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* @param err if trigger the error, record the error message to err.
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* @return 1 if the value at the given acceptable index is a table or have def value is not 0, otherwise return 0.
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* @lua NA
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* @js NA
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