Browse Source

Merge pull request #638 from dgough/next

Fixed spelling mistakes
Sean Paul Taylor 13 years ago
parent
commit
38e91c3732

+ 1 - 1
gameplay/src/Container.h

@@ -319,7 +319,7 @@ protected:
     void addControls(Theme* theme, Properties* properties);
 
     /**
-     * Draws a sprite batch for the specified clipping rect .
+     * Draws a sprite batch for the specified clipping rect.
      *
      * @param spriteBatch The sprite batch to use.
      * @param clip The clipping rectangle.

+ 1 - 1
gameplay/src/Control.h

@@ -854,7 +854,7 @@ protected:
     virtual void drawText(const Rectangle& clip);
 
     /**
-     * Draws a sprite batch for the specified clipping rect .
+     * Draws a sprite batch for the specified clipping rect.
      *
      * @param spriteBatch The sprite batch to use.
      * @param clip The clipping rectangle.

+ 2 - 2
gameplay/src/Frustum.h

@@ -114,7 +114,7 @@ public:
     void getCorners(Vector3* corners) const;
 
     /**
-     * Tests whether this frustum instersects the specified point.
+     * Tests whether this frustum intersects the specified point.
      *
      * @param point The point to test intersection with.
      *
@@ -123,7 +123,7 @@ public:
     bool intersects(const Vector3& point) const;
 
     /**
-     * Tests whether this frustum instersects the specified point.
+     * Tests whether this frustum intersects the specified point.
      *
      * @param x The x coordinate.
      * @param y The y coordinate.

+ 1 - 1
gameplay/src/Game.h

@@ -463,7 +463,7 @@ public:
     inline Gamepad* getGamepad(unsigned int index) const;
 
     /**
-     * Sets muli-touch is to be enabled/disabled. Default is disabled.
+     * Sets multi-touch is to be enabled/disabled. Default is disabled.
      *
      * @param enabled true sets multi-touch is enabled, false to be disabled.
      */

+ 1 - 1
gameplay/src/Gamepad.h

@@ -78,7 +78,7 @@ public:
      * Returns the specified joystick's value as a Vector2.
      *
      * @param joystickId The index of the joystick to get the value for.
-     * @param outValues The current x-axis and y-asix value displacement of the joystick.
+     * @param outValues The current x-axis and y-axis value displacement of the joystick.
      */
     void getJoystickAxisValues(unsigned int joystickId, Vector2* outValues) const;
 

+ 5 - 5
gameplay/src/Node.h

@@ -334,7 +334,7 @@ public:
     /**
      * Returns the forward vector of the Node in view space.
      *
-     * @return The forwward vector in view space.
+     * @return The forward vector in view space.
      */
     Vector3 getForwardVectorView() const;
 
@@ -505,11 +505,11 @@ public:
      * entities in a game that still require collision events, such as volumetric triggers, 
      * power-ups, etc.
      *
-     * Characters are an extention of ghost objects which provide a number of additional features
+     * Characters are an extension of ghost objects which provide a number of additional features
      * for animating and moving characters within a game. Characters are represented as ghost
      * objects instead of rigid bodies to allow more direct control over character movement,
      * since attempting to model a physics character with a simulated rigid body usually results
-     * in unresponse and unpredictable character movement. Unlike normal ghost objects,
+     * in unresponsive and unpredictable character movement. Unlike normal ghost objects,
      * characters to react to other characters and rigid bodies in the world. Characters react
      * to gravity and collide (and respond) with rigid bodies to allow them to walk on the ground,
      * slide along walls and walk up/down slopes and stairs.
@@ -517,12 +517,12 @@ public:
      * @param type The type of the collision object to set; to disable the physics
      *        collision object, pass PhysicsCollisionObject::NONE.
      * @param shape Definition of a physics collision shape to be used for this collision object.
-     *        Use the static shape methods on the PhysicsCollisionShape class to specificy a shape
+     *        Use the static shape methods on the PhysicsCollisionShape class to specify a shape
      *        definition, such as PhysicsCollisionShape::box().
      * @param rigidBodyParameters If type is PhysicsCollisionObject::RIGID_BODY or
      *        PhysicsCollisionObject::VEHICLE, this must point to a valid rigid body
      *        parameters object containing information about the rigid body;
-     *        otherwise, this parmater may be NULL.
+     *        otherwise, this parameter may be NULL.
      */
     PhysicsCollisionObject* setCollisionObject(PhysicsCollisionObject::Type type, const PhysicsCollisionShape::Definition& shape = PhysicsCollisionShape::box(), 
                                                PhysicsRigidBody::Parameters* rigidBodyParameters = NULL);

+ 1 - 1
gameplay/src/PhysicsCollisionObject.h

@@ -182,7 +182,7 @@ public:
     bool isDynamic() const;
 
     /**
-     * Check if th collision object is enabled.
+     * Check if the collision object is enabled.
      *
      * @return true if the collision object is enabled.
      */

+ 5 - 5
gameplay/src/RenderState.h

@@ -92,7 +92,7 @@ public:
      *
      * Functions matching this callback signature can be registered via the 
      * RenderState::registerAutoBindingResolver method to extend or override the set
-     * of built-in material paramter auto bindings.
+     * of built-in material parameter auto bindings.
      *
      * @param autoBinding Name of the auto binding to resolve.
      * @param node Node that is bound to the material of the specified parameter.
@@ -309,11 +309,11 @@ public:
     /**
      * Registers a custom auto binding resolver.
      *
-     * Implementing a custom auto binding reolver allows the set of built-in parameter auto
+     * Implementing a custom auto binding resolver allows the set of built-in parameter auto
      * bindings to be extended or overridden. Any parameter auto binding that is set on a
      * material will be forwarded to any custom auto binding resolvers, in the order in which
      * they are registered. If a registered resolver returns true (specifying that it handles
-     * the specified autoBinding), no further code will be exeucted for that autoBinding.
+     * the specified autoBinding), no further code will be executed for that autoBinding.
      * This allows auto binding resolvers to not only implement new/custom binding strings,
      * but it also lets them override existing/built-in ones. For this reason, you should
      * ensure that you ONLY return true if you explicitly handle a custom auto binding; return
@@ -324,7 +324,7 @@ public:
      * Model that belongs to a Node. The resolver is NOT called each frame or each time
      * the RenderState is bound. Therefore, when implementing custom auto bindings for values
      * that change over time, the you should bind a method pointer onto the passed in
-     * MaterialParaemter using the MaterialParameter::bindValue mehtod. This way, the bound 
+     * MaterialParaemter using the MaterialParameter::bindValue method. This way, the bound
      * method will be called each frame to set an updated value into the MaterialParameter.
      *
      * If no registered resolvers explicitly handle an auto binding, the binding will attempt
@@ -436,7 +436,7 @@ protected:
     RenderState* _parent;
 
     /**
-     * Map of custom auto binding resolverss.
+     * Map of custom auto binding resolvers.
      */
     static std::vector<ResolveAutoBindingCallback> _customAutoBindingResolvers;
 };

+ 2 - 2
gameplay/src/Scene.h

@@ -74,7 +74,7 @@ public:
      * @param id The ID of the node to find.
      * @param nodes Vector of nodes to be populated with matches.
      * @param recursive true if a recursive search should be performed, false otherwise.
-     * @param exactMatch true if only nodes whos ID exactly matches the specified ID are returned,
+     * @param exactMatch true if only nodes who's ID exactly matches the specified ID are returned,
      *      or false if nodes that start with the given ID are returned.
      * 
      * @return The number of matches found.
@@ -212,7 +212,7 @@ public:
     /**
      * Draws debugging information (bounding volumes, etc.) for the scene.
      *
-     * @param debugFlags Bitwise combination of debug flags from mthe DebugFlags 
+     * @param debugFlags Bitwise combination of debug flags from the DebugFlags
      *        enumeration, specifying which debugging information to draw.
      */
     void drawDebug(unsigned int debugFlags);

+ 1 - 1
gameplay/src/ScriptController.h

@@ -57,7 +57,7 @@ public:
     LuaArray(int count);
 
     /**
-     * Copy construcotr.
+     * Copy constructor.
      */
     LuaArray(const LuaArray<T>& copy);
 

+ 3 - 3
gameplay/src/Stream.h

@@ -21,7 +21,7 @@ public:
     virtual ~Stream() {};
 
     /**
-     * Returns true if this stream can preform read operations.
+     * Returns true if this stream can perform read operations.
      * 
      * @return True if the stream can read, false otherwise.
      */
@@ -91,7 +91,7 @@ public:
      *     print("Error writing to file");
      * \endcode
      * 
-     * @param ptr   The poiner to the array of elements to be written.
+     * @param ptr   The pointer to the array of elements to be written.
      * @param size  The size of each element to be written, in bytes.
      * @param count The number of elements to write.
      * 
@@ -133,7 +133,7 @@ public:
      * 
      * @param offset The number of bytes to offset from origin.
      * @param origin The position used as a reference for offset.
-     *               The supported vaules are the same as fseek().
+     *               The supported values are the same as fseek().
      *                - <code>SEEK_SET</code> relative to the beginning of the file.
      *                - <code>SEEK_CUR</code> relative to the current position of the file pointer.
      *                - <code>SEEK_END</code> relative to the end of file.

+ 1 - 1
gameplay/src/Transform.h

@@ -682,7 +682,7 @@ public:
     void translateUp(float amount);
 
     /**
-     * Translates the camera foward by the specified amount in the z-axis.
+     * Translates the camera forward by the specified amount in the z-axis.
      *
      * @param amount The amount to translate.
      */