Browse Source

Merge branch 'master' of https://github.com/blackberry/GamePlay

seanpaultaylor 13 years ago
parent
commit
a81a813550

+ 11 - 11
CHANGES.md

@@ -5,22 +5,22 @@
 - CodeBlocks 10 IDE support for Linux.
 - Gamepad controllers support for desktops.
 - Touch gesture support for tap, swipe and pinch.
-- Vehicle phyics support via new PhysicsVehicle and PhysicsVehicleWheel classes.
+- Vehicle physics support via new PhysicsVehicle and PhysicsVehicleWheel classes.
 - Adds new racer sample (sample06-racer).
 - Adds gameplay-tests project as a test app for various basic engine features with some initial tests.
 - Adds support for Scene files for wildcard identifiers.
 - Adds Visual Studio Plug-in support for BlackBerry PlayBook and BlackBerry 10.
 - Adds configurable multi-sampling anti-aliasing support. 
 - Adds updates to latest FBX SDK 2013.3.
-- Adds file formats documenation for game.config .scene, .material, .animation, .physics, .particle
+- Adds file formats documentation for game.config .scene, .material, .animation, .physics, .particle
 - Adds Game/Platform::canExit for testing device capabilities to quit. (only ios)
 - Web community forums at http://www.gameplay3d.org/forums.
 - Changed keyTimes from unsigned long[]  to unsigned int[]. (breaks compat. in AnimationTarget and Animation::Channel)
 - Fixed inconsistencies from Bundle::getObjectID() to Bundle::getObjectId() (breaks compat. in Bundle)
 - Fixes the texture coordinates of Mesh::createQuad(float x, float y, float width, float height).
-- Fixes line-wise distortion when loading RGB png's into texture that are non-power of two.
-- Fixes inconsitencies in createXXXX methods.  (breaks compat. in Scene)
-- Fixes Rectanngle::contains.
+- Fixes line-wise distortion when loading RGB png's into textures that are non-power of two.
+- Fixes inconsistencies in createXXXX methods.  (breaks compat. in Scene)
+- Fixes Rectangle::contains.
 - Fixes Lua print logging.
 - Fixes Lua errors to be treated as runtime warnings.
 - Fixes setVertexData to pointers instead of constant data.
@@ -31,7 +31,7 @@
 
 - Lua script bindings for all gameplay interfaces.
 - Lua script binding generator tool (gameplay-luagen) for generating gameplay Lua bindings from doxygen xml output.
-- AIController, AIAgent, AIStateMachine, AIState and AIMessage clases for scripted AI support.
+- AIController, AIAgent, AIStateMachine, AIState and AIMessage classes for scripted AI support.
 - Sample for sample05-lua to demonstrate basic Lua with AI scripting.
 - Gamepad class with virtual gamepad support.
 - Pre-built versions gameplay-encoder added to bin folder with TTF, DAE and FBX support built-in.
@@ -76,10 +76,10 @@
 - BlackBerry 10 support.
 - iOS 5.1 support.
 - Android 2.3+ support.
-- User interface system with declaritive forms and themes.
+- User interface system with declarative forms and themes.
 - Bluetooth keyboard/mouse support on BlackBerry platform.
 - Developer guide.
-- Sample/turorial for sample03-character.
+- Sample/tutorial for sample03-character.
 - Sample for sample04-particles to demonstrate particle emitters.
 - Fixes for loading properties from URL.
 - Fixes on Win32/MacOSX for when mouse pointer leaves the window and returns.
@@ -91,8 +91,8 @@
 
 - FBX support in gameplay-encoder.
 - MacOSX platform support using XCode.
-- Offscreen rendering functionality using FrameBuffer.
-- Loading 3D scences using declaritive .scene files.
+- Off-screen rendering functionality using FrameBuffer.
+- Loading 3D scenes using declarative  .scene files.
 - Loading audio from .ogg files using vorbis.
 - Loading AudioSources from .audio files.
 - Loading Animations from .animation files.
@@ -103,7 +103,7 @@
 - Font improvements for justify, clip, wrap and scaling.
 - Fixes for Font::drawText to use point size and not float scalar.
 - Fixes for memory leaks in and fixes to AnimationTarget.
-- Fixes for bumped and paralax shaders.
+- Fixes for bumped and parallax shaders.
 - Fixes to simplify folders for resources in samples.
 - Fixes to the material/shader system.
 - Fixes to the ParticleEmitter.

+ 1 - 1
README.md

@@ -16,7 +16,7 @@ An open-source, cross-platform 3D native C++ game framework making it easy to le
 - Terrain and Water
 - Asset Pipeline improvements
 
-## Licence
+## License
 The project is open sourced under the Apache 2.0 license.
 
 ## Bug Reporting and Feature Requests

+ 1 - 1
gameplay-encoder/README.md

@@ -22,7 +22,7 @@ For more information goto "http://www.autodesk.com/fbx".
 
 ## Building gameplay-encoder
 The gameplay-encoder comes pre-built for Windows 7, MacOS X and Linux x64 in the 'bin' folder.
-However, to build the gameplay-ecoder yourself just open either the 
+However, to build the gameplay-encoder yourself just open either the 
 Visual Studio 2010 project "gameplay-encoder.vccproj" on Windows 7 or
 XCode project "gameplay-encoder.xcodeproj" on MacOSX.
 Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake .. from build then make.

+ 2 - 2
gameplay-encoder/gameplay-bundle.txt

@@ -3,7 +3,7 @@ gameplay Bundle File Format (.gpb)
 
 File Description
 ================
-A simple binary bundle file format supporting definition of primitve and builtin objects.
+A simple binary bundle file format supporting definition of primitive and built-in objects.
 
 File Extension and Mime Type
 ============================
@@ -42,7 +42,7 @@ Xrefs
 Xrefs are string with a specific format used for referencing objects internal and external to
 a package. An xref with the format "#id" references an object within the current package with
 the given ID. Xrefs can also have the format "file#id", where "file" is the name of package file
-(relative to the locaiton of the current package) and "id" is the unique identifier of an object
+(relative to the location of the current package) and "id" is the unique identifier of an object
 in that bundle.
 
 Primitives

+ 1 - 1
gameplay/src/AnimationClip.cpp

@@ -249,7 +249,7 @@ void AnimationClip::crossFade(AnimationClip* clip, unsigned long duration)
     _crossFadeToClip->setClipStateBit(CLIP_IS_FADING_IN_BIT);
     _crossFadeToClip->_blendWeight = 0.0f;
     
-    // Set and intiliaze this clip to fade out
+    // Set and initialize this clip to fade out
     setClipStateBit(CLIP_IS_FADING_OUT_STARTED_BIT);
     setClipStateBit(CLIP_IS_FADING_OUT_BIT);
     _crossFadeOutElapsed = 0.0f;

+ 1 - 1
gameplay/src/AnimationTarget.h

@@ -215,7 +215,7 @@ private:
      *
      * @param type The TargetType of the AnimationTarget.
      * @param propertyIdStr The property ID string.
-     * @return The property ID value for teh property ID string; -1 if the propertyIdStr does not exist
+     * @return The property ID value for the property ID string; -1 if the propertyIdStr does not exist
      *    for the TargetType.
      */
     static int getPropertyId(TargetType type, const char* propertyIdStr);

+ 1 - 1
gameplay/src/Bundle.h

@@ -285,7 +285,7 @@ private:
      * 
      * @param length A pointer to where the length of the array will be copied to.
      * @param values A pointer to the vector to copy the values to. The vector will be resized if it is smaller than length.
-     * @param readSize The size that reads will be preformed at, size must be the same as or smaller then the sizeof(T)
+     * @param readSize The size that reads will be performed at, size must be the same as or smaller then the sizeof(T)
      * 
      * @return True if successful, false if an error occurred.
      */

+ 1 - 1
gameplay/src/Button.h

@@ -27,7 +27,7 @@ namespace gameplay
          width       = <width>   // Can be used in place of 'size', e.g. with 'autoHeight = true'
          height      = <height>  // Can be used in place of 'size', e.g. with 'autoWidth = true'
          text        = <string>
-         consumeEvents = <bool>  // Whether the button propogates input events to the Game's input event handler. Defualt is true.
+         consumeEvents = <bool>  // Whether the button propagates input events to the Game's input event handler. Default is true.
     }
  @endverbatim
  */

+ 1 - 1
gameplay/src/CheckBox.h

@@ -28,7 +28,7 @@ namespace gameplay
          text        = <string>
          checked     = <bool>
          iconSize    = <width, height>   // The size to draw the checkbox icon, if different from its size in the texture.
-         consumeEvents = <bool>  // Whether the checkbox propogates input events to the Game's input event handler. Default is true.
+         consumeEvents = <bool>  // Whether the checkbox propagates input events to the Game's input event handler. Default is true.
     }
  @endverbatim
  */

+ 16 - 14
gameplay/src/Container.cpp

@@ -37,7 +37,7 @@ Container::Container()
       _scrollBarLeftCap(NULL), _scrollBarHorizontal(NULL), _scrollBarRightCap(NULL),
       _scroll(SCROLL_NONE), _scrollBarBounds(Rectangle::empty()), _scrollPosition(Vector2::zero()),
       _scrollBarsAutoHide(false), _scrollBarOpacity(1.0f), _scrolling(false),
-       _scrollingFirstX(0), _scrollingFirstY(0), _scrollingLastX(0), _scrollingLastY(0),
+      _scrollingVeryFirstX(0), _scrollingVeryFirstY(0), _scrollingFirstX(0), _scrollingFirstY(0), _scrollingLastX(0), _scrollingLastY(0),
       _scrollingStartTimeX(0), _scrollingStartTimeY(0), _scrollingLastTime(0),
       _scrollingVelocity(Vector2::zero()), _scrollingFriction(1.0f),
       _scrollingRight(false), _scrollingDown(false),
@@ -369,8 +369,8 @@ bool Container::isScrolling() const
         return true;
 
     return (_scrolling &&
-            (abs(_scrollingLastX - _scrollingFirstX) > SCROLL_THRESHOLD ||
-             abs(_scrollingLastY - _scrollingFirstY) > SCROLL_THRESHOLD));
+            (abs(_scrollingLastX - _scrollingVeryFirstX) > SCROLL_THRESHOLD ||
+             abs(_scrollingLastY - _scrollingVeryFirstY) > SCROLL_THRESHOLD));
 }
 
 Animation* Container::getAnimation(const char* id) const
@@ -804,8 +804,8 @@ bool Container::touchEventScroll(Touch::TouchEvent evt, int x, int y, unsigned i
         {
             _contactIndex = (int) contactIndex;
             _contactIndices++;
-            _scrollingLastX = _scrollingFirstX = x;
-            _scrollingLastY = _scrollingFirstY = y;
+            _scrollingLastX = _scrollingFirstX = _scrollingVeryFirstX = x;
+            _scrollingLastY = _scrollingFirstY = _scrollingVeryFirstY = y;
             _scrollingVelocity.set(0, 0);
             _scrolling = true;
             _scrollingStartTimeX = _scrollingStartTimeY = 0;
@@ -957,7 +957,7 @@ bool Container::mouseEventScroll(Mouse::MouseEvent evt, int x, int y, int wheelD
                 if (x + _viewportBounds.x >= vBounds.x &&
                     x + _viewportBounds.x <= vBounds.x + vBounds.width)
                 {
-                    // Then we're within the horizontal bounds of the verticle scrollbar.
+                    // Then we're within the horizontal bounds of the vertical scrollbar.
                     // We want to either jump up or down, or drag the scrollbar itself.
                     if (y < vBounds.y)
                     {
@@ -1108,13 +1108,11 @@ bool Container::pointerEvent(bool mouse, char evt, int x, int y, int data)
         }
         break;
     case Touch::TOUCH_RELEASE:
-        {
-            if (eventConsumed)
-            {
-                if (_contactIndices > 0)
-                    _contactIndices--;
-            }
-        }
+		if (eventConsumed)
+		{
+			if (_contactIndices > 0)
+				_contactIndices--;
+		}
         break;
     }
 
@@ -1128,7 +1126,11 @@ bool Container::pointerEvent(bool mouse, char evt, int x, int y, int data)
     }
 
     release();
-    return (_consumeInputEvents | eventConsumed);
+    if (x > _clipBounds.x && x <= _clipBounds.x + _clipBounds.width &&
+		y > _clipBounds.y && y <= _clipBounds.y + _clipBounds.height)
+    	return (_consumeInputEvents | eventConsumed);
+    else
+    	return eventConsumed;
 }
 
 Container::Scroll Container::getScroll(const char* scroll)

+ 11 - 3
gameplay/src/Container.h

@@ -27,7 +27,7 @@ namespace gameplay
          height      = <height>  // Can be used in place of 'size', e.g. with 'autoWidth = true'
          scroll      = <Container::Scroll constant> // Whether scrolling is allowed and in which directions.
          scrollBarsAutoHide = <bool>    // Whether scrollbars fade out when not in use.
-         consumeEvents = <bool>             // Whether the container propogates input events to the Game's input event handler. Default is true.
+         consumeEvents = <bool>             // Whether the container propagates input events to the Game's input event handler. Default is true.
 
          // All the nested controls within this container.
          container 
@@ -444,11 +444,19 @@ protected:
      */
     bool _scrolling;
     /** 
-     * First scrolling touch x position
+	 * First scrolling touch x position
+	 */
+	int _scrollingVeryFirstX;
+	/**
+	 * First scrolling touch y position
+	 */
+	int _scrollingVeryFirstY;
+    /**
+     * First scrolling touch x position since last change in direction.
      */ 
     int _scrollingFirstX;
     /** 
-     * First scrolling touch y position
+     * First scrolling touch y position since last change in direction.
      */ 
     int _scrollingFirstY;
     /** 

+ 2 - 2
gameplay/src/Effect.cpp

@@ -220,7 +220,7 @@ Effect* Effect::createFromSource(const char* vshPath, const char* vshSource, con
     GLint length;
     GLint success;
 
-    // Replace all comma seperated definitions with #define prefix and \n suffix
+    // Replace all comma separated definitions with #define prefix and \n suffix
     std::string definesStr = "";
     replaceDefines(defines, definesStr);
     
@@ -355,7 +355,7 @@ Effect* Effect::createFromSource(const char* vshPath, const char* vshSource, con
     // preferred attribute locations, we're going to query the locations that were
     // automatically bound by the GPU. While it can sometimes be convenient to use
     // glBindAttribLocation, some vendors actually reserve certain attribute indices
-    // and thereore using this function can create compatibility issues between
+    // and therefore using this function can create compatibility issues between
     // different hardware vendors.
     GLint activeAttributes;
     GL_ASSERT( glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &activeAttributes) );

+ 1 - 1
gameplay/src/FileSystem.h

@@ -39,7 +39,7 @@ public:
      * Loads a properties file containing a list of filesystem aliases.
      *
      * The specified aliases file is a valid properties file that contains one
-     * or more namespaces with a list of fielsystem aliases that will be used
+     * or more namespaces with a list of filesystem aliases that will be used
      * to establish soft links to files when reading files through this class.
      *
      * This can be helpful for managing loading of resources that may change

+ 1 - 1
gameplay/src/Form.cpp

@@ -538,7 +538,7 @@ void Form::draw()
     // to texture a quad.  The quad will be given the same dimensions as the form and
     // must be transformed appropriately by the user, unless they call setQuad() themselves.
     // On the other hand, if this form has not been set on a node, SpriteBatch will be used
-    // to render the contents of the frambuffer directly to the display.
+    // to render the contents of the framebuffer directly to the display.
 
     // Check whether this form has changed since the last call to draw() and if so, render into the framebuffer.
     if (isDirty())

+ 1 - 1
gameplay/src/Form.h

@@ -32,7 +32,7 @@ class Theme;
         size       = <width, height>       // Size of the form, measured in pixels.
         width      = <width>               // Can be used in place of 'size', e.g. with 'autoHeight = true'
         height     = <height>              // Can be used in place of 'size', e.g. with 'autoWidth = true'
-        consumeEvents = <bool>             // Whether the form propogates input events to the Game's input event handler. Default is false
+        consumeEvents = <bool>             // Whether the form propagates input events to the Game's input event handler. Default is false
       
         // All the nested controls within this form.
         container { }

+ 1 - 1
gameplay/src/Gamepad.h

@@ -111,7 +111,7 @@ public:
      *
      * Note: What if the user decides to add gamepad controls (joysticks, buttons) to the gamepad form? How do we handle new/deleted controls?
      *
-     * @return the Form used to represent this gamepad. NULL if the gamepad is not reprented with a Form.
+     * @return the Form used to represent this gamepad. NULL if the gamepad is not represented with a Form.
      */
     Form* getForm() const;
 

+ 1 - 1
gameplay/src/Joystick.h

@@ -17,7 +17,7 @@ namespace gameplay
         alignment   = <Control::Alignment constant> // Note: 'position' will be ignored.
         size        = <width, height>           // Size of the Control, measured in pixels.
         radius      = <float>                   // The value of the left- / bottom-most point on the slider.
-        consumeEvents = <bool>                  // Whether the slider propogates input events to the Game's input event handler. Default is true.
+        consumeEvents = <bool>                  // Whether the slider propagates input events to the Game's input event handler. Default is true.
         
     }
  @endverbatim

+ 1 - 1
gameplay/src/Label.h

@@ -24,7 +24,7 @@ namespace gameplay
          width       = <width>   // Can be used in place of 'size', e.g. with 'autoHeight = true'
          height      = <height>  // Can be used in place of 'size', e.g. with 'autoWidth = true'
          text        = <string>
-         consumeEvents = <bool>  // Whether the label propogates input events to the Game's input event handler. Default is true.
+         consumeEvents = <bool>  // Whether the label propagates input events to the Game's input event handler. Default is true.
     }
  @endverbatim
  */

+ 1 - 1
gameplay/src/Logger.cpp

@@ -29,7 +29,7 @@ void Logger::log(Level level, const char* message, ...)
     va_start(args, message);
 
     // Declare a moderately sized buffer on the stack that should be
-    // large enough to accomodate most log requests.
+    // large enough to accommodate most log requests.
     int size = 1024;
     char stackBuffer[1024];
     std::vector<char> dynamicBuffer;

+ 1 - 1
gameplay/src/Matrix.h

@@ -129,7 +129,7 @@ public:
      * Creates a view matrix based on the specified input parameters.
      *
      * @param eyePosition The eye position.
-     * @param targetPosition The target's cener position.
+     * @param targetPosition The target's center position.
      * @param up The up vector.
      * @param dst A matrix to store the result in.
      */

+ 1 - 1
gameplay/src/Node.cpp

@@ -839,7 +839,7 @@ const BoundingSphere& Node::getBoundingSphere() const
                 // world matrix. This computes a final world matrix used for transforming this
                 // node's bounding volume. This allows us to store a much smaller bounding
                 // volume approximation than would otherwise be possible for skinned meshes,
-                // since joint parent nodes that are not in the matrix pallette do not need to
+                // since joint parent nodes that are not in the matrix palette do not need to
                 // be considered as directly transforming vertices on the GPU (they can instead
                 // be applied directly to the bounding volume transformation below).
                 GP_ASSERT(_model->getSkin()->getRootJoint());

+ 1 - 1
gameplay/src/Node.h

@@ -539,7 +539,7 @@ public:
     /**
      * Sets the physics collision object for this node from the given properties object.
      * 
-     * @param properties The properties object defining the collision ojbect.
+     * @param properties The properties object defining the collision object.
      */
     PhysicsCollisionObject* setCollisionObject(Properties* properties);
 

+ 3 - 3
gameplay/src/PhysicsCharacter.cpp

@@ -309,7 +309,7 @@ void PhysicsCharacter::stepUp(btCollisionWorld* collisionWorld, btScalar time)
 
     if (_verticalVelocity.isZero())
     {
-        // Simply increase our poisiton by step height to enable us
+        // Simply increase our position by step height to enable us
         // to smoothly move over steps.
         targetPosition += btVector3(0, _stepHeight, 0);
     }
@@ -521,7 +521,7 @@ static btVector3 parallelComponent(const btVector3& direction, const btVector3&
 }
 
 /*
- * Returns the portion of 'direction' that is perpindicular to 'normal'.
+ * Returns the portion of 'direction' that is perpendicular to 'normal'.
  */
 static btVector3 perpindicularComponent(const btVector3& direction, const btVector3& normal)
 {
@@ -572,7 +572,7 @@ bool PhysicsCharacter::fixCollision(btCollisionWorld* world)
     _node->getWorldMatrix().getTranslation(&startPosition);
     btVector3 currentPosition = BV(startPosition);
 
-    // Handle all collisions/overlappign pairs.
+    // Handle all collisions/overlapping pairs.
     btScalar maxPenetration = btScalar(0.0);
     for (int i = 0, count = pairCache->getNumOverlappingPairs(); i < count; ++i)
     {

+ 1 - 1
gameplay/src/PhysicsCollisionObject.h

@@ -251,7 +251,7 @@ protected:
         ScriptListener(const char* url);
 
         /**
-         * @see PhysicsColliionObject::CollisionListener
+         * @see PhysicsCollisionObject::CollisionListener
          */
         void collisionEvent(PhysicsCollisionObject::CollisionListener::EventType type, const PhysicsCollisionObject::CollisionPair& collisionPair,
                                     const Vector3& contactPointA, const Vector3& contactPointB);

+ 1 - 1
gameplay/src/PhysicsController.cpp

@@ -1027,7 +1027,7 @@ PhysicsCollisionShape* PhysicsController::createHeightfield(Node* node, Image* i
         for (unsigned int y = 0, h = image->getHeight(); y < h; ++y)
         {
             //
-            // Orignially in GamePlay this was normalizedHeightGrayscale which generally yielded
+            // Originally in GamePlay this was normalizedHeightGrayscale which generally yielded
             // only 8-bit precision. This has been replaced by normalizedHeightPacked (with a
             // corresponding change in gameplay-encoder).
             //

+ 1 - 1
gameplay/src/PhysicsVehicleWheel.h

@@ -326,7 +326,7 @@ private:
 
     /**
      * Traverse up the visual scene graph. Upon finding the first ancestor node with an
-     * advertised descendant of collsion type VEHICLE, add this wheel onto the vehicle.
+     * advertised descendant of collision type VEHICLE, add this wheel onto the vehicle.
      */
     // Note: Currently this method is silent on failure to find a host.
     void findAncestorAndBind();

+ 2 - 2
gameplay/src/PlatformBlackBerry.cpp

@@ -636,7 +636,7 @@ Platform* Platform::create(Game* game, void* attachToWindow)
         goto error;
     }
 
-    // Set/get any window prooperties.
+    // Set/get any window properties.
     rc = screen_set_window_property_iv(__screenWindow, SCREEN_PROPERTY_FORMAT, &screenFormat);
     if (rc)
     {
@@ -1316,7 +1316,7 @@ bool Platform::mouseEventInternal(Mouse::MouseEvent evt, int x, int y, int wheel
 
 bool Platform::isGestureSupported(Gesture::GestureEvent evt)
 {
-    // All are supported no need to test th bitset
+    // All are supported no need to test the bitset
     return true;
 }
 

+ 1 - 1
gameplay/src/Quaternion.cpp

@@ -389,7 +389,7 @@ void Quaternion::slerpForSquad(const Quaternion& q1, const Quaternion& q2, float
     // cos(omega) = q1 * q2;
     // slerp(q1, q2, t) = (q1*sin((1-t)*omega) + q2*sin(t*omega))/sin(omega);
     // q1 = +- q2, slerp(q1,q2,t) = q1.
-    // This is a straight-foward implementation of the formula of slerp. It does not do any sign switching.
+    // This is a straight-forward implementation of the formula of slerp. It does not do any sign switching.
     float c = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
 
     if (fabs(c) >= 1.0f)

+ 1 - 1
gameplay/src/RadioButton.h

@@ -30,7 +30,7 @@ namespace gameplay
          text        = <string>
          group       = <string>
          iconSize    = <width, height>   // The size to draw the radio button icon, if different from its size in the texture.
-         consumeEvents = <bool>          // Whether the radio button propogates input events to the Game's input event handler. Default is true.
+         consumeEvents = <bool>          // Whether the radio button propagates input events to the Game's input event handler. Default is true.
     }
  @endverbatim
  */

+ 1 - 1
gameplay/src/RenderState.cpp

@@ -485,7 +485,7 @@ void RenderState::StateBlock::enableDepthWrite()
     GP_ASSERT(_defaultState);
 
     // Internal method used by Game::clear() to restore depth writing before a
-    // clear operation. This is neccessary if the last code to draw before the
+    // clear operation. This is necessary if the last code to draw before the
     // next frame leaves depth writing disabled.
     if (!_defaultState->_depthWriteEnabled)
     {

+ 1 - 1
gameplay/src/ScriptController.h

@@ -81,7 +81,7 @@ public:
     operator T* () const;
 
     /**
-     * Overloades [] operator to get/set item value at index.
+     * Overloads [] operator to get/set item value at index.
      */
     T& operator[] (int index);
 

+ 1 - 1
gameplay/src/Slider.h

@@ -25,7 +25,7 @@ namespace gameplay
         value       = <float>                   // The default position of the marker.
         step        = <float>                   // If greater than 0, force the marker to snap to discrete multiples of 'step'.
         text        = <string>                  // Text to display above, below or alongside the slider (depending on the style).
-        consumeEvents = <bool>                  // Whether the slider propogates input events to the Game's input event handler. Default is true.
+        consumeEvents = <bool>                  // Whether the slider propagates input events to the Game's input event handler. Default is true.
         // TODO: orientation = <HORIZONTAL or VERTICAL>  // Determines whether a slider is stretched along its width or its height
     }
  @endverbatim