mirror of https://github.com/axmolengine/axmol.git
Fix typos in comments and strings (#17534)
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@ -323,7 +323,7 @@ THE SOFTWARE.
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#endif
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/** When CC_ENABLE_SCRIPT_BINDING and CC_ENABLE_GC_FOR_NATIVE_OBJECTS are both 1
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then the Garbage collector will release the native objects, only when the JS/Lua objets
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then the Garbage collector will release the native objects, only when the JS/Lua objects
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are collected.
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The benefit is that users don't need to retain/release the JS/Lua objects manually.
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@ -229,4 +229,4 @@ void GLViewImpl::setIMEKeyboardState(bool open)
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NS_CC_END
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#endif // CC_PLATFOR_IOS
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#endif // CC_PLATFORM_IOS
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@ -243,7 +243,7 @@ bool AudioControlTest::init()
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_playOverLabel->setVisible(false);
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}, 2.0f, "hide_play_over_label");
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assert(!_isStopped); // Stop audio should not trigger finshed callback
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assert(!_isStopped); // Stop audio should not trigger finished callback
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_audioID = AudioEngine::INVALID_AUDIO_ID;
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((TextButton*)_playItem)->setEnabled(true);
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@ -1004,7 +1004,7 @@ void MySprite::onDraw(const Mat4 &transform, uint32_t flags)
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int diff = offsetof( V3F_C4B_T2F, vertices);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
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// texCoods
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// texCoords
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diff = offsetof( V3F_C4B_T2F, texCoords);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
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@ -83,7 +83,7 @@ void SceneTestLayer1::onPushSceneTran(Ref* sender)
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void SceneTestLayer1::onQuit(Ref* sender)
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{
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//getCocosApp()->exit();
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//CCDirector::getInstance()->poscene();
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//Director::getInstance()->popScene();
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//// HA HA... no more terminate on sdk v3.0
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//// http://developer.apple.com/iphone/library/qa/qa2008/qa1561.html
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@ -163,7 +163,7 @@ bool SceneTestLayer3::init()
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auto s = Director::getInstance()->getWinSize();
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auto item0 = MenuItemFont::create("Touch to pushScene (self)", CC_CALLBACK_1(SceneTestLayer3::item0Clicked, this));
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auto item1 = MenuItemFont::create("Touch to poscene", CC_CALLBACK_1(SceneTestLayer3::item1Clicked, this));
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auto item1 = MenuItemFont::create("Touch to popScene", CC_CALLBACK_1(SceneTestLayer3::item1Clicked, this));
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auto item2 = MenuItemFont::create("Touch to popToRootScene", CC_CALLBACK_1(SceneTestLayer3::item2Clicked, this));
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auto item3 = MenuItemFont::create("Touch to popToSceneStackLevel(2)", CC_CALLBACK_1(SceneTestLayer3::item3Clicked, this));
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@ -896,7 +896,7 @@ Sprite3DWithSkinTest::Sprite3DWithSkinTest()
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listener->onTouchesEnded = CC_CALLBACK_2(Sprite3DWithSkinTest::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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// swich animation quality. In fact, you can set the sprite3d out of frustum to Animate3DQuality::QUALITY_NONE, it can save a lot of cpu time
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// switch animation quality. In fact, you can set the sprite3d out of frustum to Animate3DQuality::QUALITY_NONE, it can save a lot of cpu time
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MenuItemFont::setFontName("fonts/arial.ttf");
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MenuItemFont::setFontSize(15);
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_animateQuality = (int)Animate3DQuality::QUALITY_LOW;
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@ -154,7 +154,7 @@ void TextFieldTTFDefaultTest::onEnter()
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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// on android, TextFieldTTF cannot auto adjust its position when soft-keyboard pop up
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// so we had to set a higher position to make it visable
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// so we had to set a higher position to make it visible
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pTextField->setPosition(Vec2(s.width / 2, s.height/2 + 50));
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#else
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pTextField->setPosition(Vec2(s.width / 2, s.height / 2));
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@ -366,7 +366,7 @@ void TextFieldTTFSecureTextEntryTest::onEnter()
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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// on android, TextFieldTTF cannot auto adjust its position when soft-keyboard pop up
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// so we had to set a higher position to make it visable
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// so we had to set a higher position to make it visible
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pTextField->setPosition(Vec2(s.width / 2, s.height/2 + 50));
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#else
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pTextField->setPosition(Vec2(s.width / 2, s.height / 2));
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@ -815,7 +815,7 @@ bool UIS9Flip::init()
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flipYLabel->setString("sprite is flipped!");
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}
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else{
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flipYLabel->setString("sprpite is not flipped!");
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flipYLabel->setString("sprite is not flipped!");
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}
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});
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this->addChild(toggleFlipYButton);
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@ -852,7 +852,7 @@ bool UIS9Flip::init()
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flipYLabel->setString("sprite is flipped!");
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}
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else{
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flipYLabel->setString("sprpite is not flipped!");
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flipYLabel->setString("sprite is not flipped!");
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}
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});
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@ -49,7 +49,7 @@
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"noCache" : false,
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// "noCache" set whether your resources will be loaded with a timestamp suffix in the url.
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// In this way, your resources will be force updated even if the browser holds a cache of it.
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// It's very useful for mobile browser debuging.
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// It's very useful for mobile browser debugging.
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"id" : "gameCanvas",
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// "gameCanvas" sets the id of your canvas element on the web page, it's useful only on web.
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@ -49,7 +49,7 @@
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"noCache" : false,
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// "noCache" set whether your resources will be loaded with a timestamp suffix in the url.
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// In this way, your resources will be force updated even if the browser holds a cache of it.
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// It's very useful for mobile browser debuging.
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// It's very useful for mobile browser debugging.
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"id" : "gameCanvas",
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// "gameCanvas" sets the id of your canvas element on the web page, it's useful only on web.
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@ -522,7 +522,7 @@ end
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-- int diff = offsetof( V3F_C4B_T2F, vertices)
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-- glVertexAttribPointer(kcc.VertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff))
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-- -- texCoods
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-- -- texCoords
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-- diff = offsetof( V3F_C4B_T2F, texCoords)
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-- glVertexAttribPointer(kcc.VertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff))
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