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Merge pull request #1230 from dgough/next

Fixed spelling mistakes.
Sean Taylor 12 年之前
父節點
當前提交
c4ddafcbee

+ 5 - 0
.gitignore

@@ -244,3 +244,8 @@ gameplay.xcworkspace/xcshareddata/gameplay.xccheckout
 /samples/spaceship/android/local.properties
 /samples/spaceship/sample-spaceship.xcodeproj/xcuserdata
 
+/tools/encoder/Debug
+/tools/encoder/Release
+
+/tools/luagen/Debug
+/tools/luagen/Release

+ 4 - 4
gameplay/src/Camera.h

@@ -212,10 +212,10 @@ public:
     /**
      * Sets a custom projection matrix to be used by the camera.
      *
-     * Setting a custom projection matrix results in the internally 
-     * computed projection matrix being completely overriden until
+     * Setting a custom projection matrix results in the internally
+     * computed projection matrix being completely overridden until
      * the resetProjectionMatrix method is called. A custom projection
-     * matrix is normally not neccessary, but can be used for special
+     * matrix is normally not necessary, but can be used for special
      * projection effects, such as setting an oblique view frustum
      * for near plane clipping.
      *
@@ -343,7 +343,7 @@ private:
 
     /**
      * Clones the camera and returns a new camera.
-     * 
+     *
      * @param context The clone context.
      * @return The newly created camera.
      */

+ 35 - 35
gameplay/src/Container.h

@@ -34,8 +34,8 @@ namespace gameplay
          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 
-         { 
+         container
+         {
              ...
          }
 
@@ -241,7 +241,7 @@ public:
     /**
      * Set whether this container requires focus in order to handle scroll-wheel events.
      * If this property is set to true, scroll-wheel events will only be handled when the container has focus.
-     * If this property is set tofalse, scroll-wheel events will only be handled
+     * If this property is set to false, scroll-wheel events will only be handled
      * when the container is in the HOVER state.
      *
      * @param required Whether focus is required in order to handle scroll-wheel events.
@@ -324,7 +324,7 @@ protected:
      * @see Touch::TouchEvent
      */
     virtual bool touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex);
-    
+
     /**
      * Keyboard callback on key events.  Passes key events on to the currently focused control.
      *
@@ -333,7 +333,7 @@ protected:
      *            If evt is KEY_CHAR then key is the unicode value of the character.
      *
      * @return Whether the key event was consumed by this control.
-     * 
+     *
      * @see Keyboard::KeyEvent
      * @see Keyboard::Key
      */
@@ -366,10 +366,10 @@ protected:
      * @param layoutString The layout string to parse
      */
     static Layout::Type getLayoutType(const char* layoutString);
-    
+
     /**
      * Returns whether this container or any of its controls have been modified and require an update.
-     * 
+     *
      * @return true if this container or any of its controls have been modified and require an update.
      */
     virtual bool isDirty();
@@ -444,7 +444,7 @@ protected:
      * @param data The event's data (depends on whether it is a mouse event or a touch event).
      *
      * @return Whether the pointer event was consumed by this container.
-     * 
+     *
      * @see Mouse::MouseEvent
      * @see Touch::TouchEvent
      */
@@ -491,31 +491,31 @@ protected:
      * Scrollbar horizontal image.
      */
     Theme::ThemeImage* _scrollBarRightCap;
-    /** 
+    /**
      * Flag representing whether scrolling is enabled, and in which directions.
      */
     Scroll _scroll;
-    /** 
+    /**
      * Scroll bar bounds.
      */
     Rectangle _scrollBarBounds;
-    /** 
+    /**
      * How far this layout has been scrolled in each direction.
      */
     Vector2 _scrollPosition;
-    /** 
+    /**
      * Whether the scrollbars should auto-hide. Default is false.
      */
     bool _scrollBarsAutoHide;
-    /** 
+    /**
      * Used to animate scrollbars fading out.
      */
     float _scrollBarOpacity;
-    /** 
+    /**
      * Whether the user is currently touching / holding the mouse down within this layout's container.
      */
     bool _scrolling;
-    /** 
+    /**
      * First scrolling touch x position.
      */
     int _scrollingVeryFirstX;
@@ -525,51 +525,51 @@ protected:
     int _scrollingVeryFirstY;
     /**
      * First scrolling touch x position since last change in direction.
-     */ 
+     */
     int _scrollingFirstX;
-    /** 
+    /**
      * First scrolling touch y position since last change in direction.
-     */ 
+     */
     int _scrollingFirstY;
-    /** 
+    /**
      * The last y position when scrolling.
-     */ 
+     */
     int _scrollingLastX;
-    /** 
+    /**
      * The last x position when scrolling.
-     */ 
+     */
     int _scrollingLastY;
-    /** 
+    /**
      * Time we started scrolling horizontally.
-     */ 
+     */
     double _scrollingStartTimeX;
-    /** 
+    /**
      * Time we started scrolling vertically.
-     */ 
+     */
     double _scrollingStartTimeY;
-    /** 
+    /**
      * The last time we were scrolling.
      */
     double _scrollingLastTime;
-    /** 
+    /**
      * Speed to continue scrolling at after touch release or a scroll-wheel event.
-     */ 
+     */
     Vector2 _scrollingVelocity;
-    /** 
+    /**
      * Friction dampens velocity.
-     */ 
+     */
     float _scrollingFriction;
     /**
      * Amount to add to scrolling velocity on a scroll-wheel event;
      */
     float _scrollWheelSpeed;
-    /** 
+    /**
      * Are we scrolling to the right?
-     */ 
+     */
     bool _scrollingRight;
-    /** 
+    /**
      * Are we scrolling down?
-     */ 
+     */
     bool _scrollingDown;
     /**
      * Locked to scrolling vertically by grabbing the scrollbar with the mouse.

+ 25 - 25
gameplay/src/Control.h

@@ -73,7 +73,7 @@ public:
         ALIGN_LEFT = 0x01,
         ALIGN_HCENTER = 0x02,
         ALIGN_RIGHT = 0x04,
-    
+
         // Specify vertical alignment, use default horizontal alignment (ALIGN_LEFT).
         ALIGN_TOP = 0x10,
         ALIGN_VCENTER = 0x20,
@@ -174,7 +174,7 @@ public:
              */
             LEAVE           = 0x100,
         };
-    
+
         /*
          * Destructor.
          */
@@ -182,7 +182,7 @@ public:
 
         /**
          * Method called by controls when an event is triggered.
-         * 
+         *
          * @param control The control triggering the event.
          * @param evt The event triggered.
          */
@@ -341,7 +341,7 @@ public:
      * Set the position of this control relative to its parent container.
      *
      * This method sets the local position of the control, relative to its container.
-     * Setting percetage values is not supported with this method, use setX
+     * Setting percentage values is not supported with this method, use setX
      * and setY instead.
      *
      * @param x The x coordinate.
@@ -353,7 +353,7 @@ public:
      * Set the desired size of this control, including its border and padding, before clipping.
      *
      * This method sets the size of the control, relative to its container.
-     * Setting percetage values is not supported with this method, use setWidth
+     * Setting percentage values is not supported with this method, use setWidth
      * and setHeight instead.
      *
      * @param width The width.
@@ -374,7 +374,7 @@ public:
      * border and padding, before clipping.
      *
      * This method sets the local bounds of the control, relative to its container.
-     * Setting percetage values is not supported with this method, use setX,
+     * Setting percentage values is not supported with this method, use setX,
      * setY, setWidth and setHeight instead.
      *
      * @param bounds The new bounds to set.
@@ -385,7 +385,7 @@ public:
      * Get the absolute bounds of this control, in pixels, including border and padding,
      * before clipping.
      *
-     * The absolute bounds of a control represents its final computed bounds after all 
+     * The absolute bounds of a control represents its final computed bounds after all
      * alignment, auto sizing, relative position and sizing has been computed. The
      * returned bounds is in absolute coordinates, relative to the control's top-most
      * parent container (usually its form).
@@ -483,7 +483,7 @@ public:
     void setBorder(float top, float bottom, float left, float right, unsigned char states = STATE_ALL);
 
     /**
-     * Get the measurements of this control's border for a given state. 
+     * Get the measurements of this control's border for a given state.
      *
      * @return This control's border.
      */
@@ -644,7 +644,7 @@ public:
      * @return The blend color of this control's cursor.
      */
     const Vector4& getCursorColor(State state);
-    
+
     /**
      * Get the texture coordinates of this control's cursor for a given state.
      *
@@ -769,7 +769,7 @@ public:
     void setOpacity(float opacity, unsigned char states = STATE_ALL);
 
     /**
-     * Get the opacity of this control for a given state. 
+     * Get the opacity of this control for a given state.
      *
      * @param state The state to get this property from.
      *
@@ -778,7 +778,7 @@ public:
     float getOpacity(State state = NORMAL) const;
 
 	/**
-	 * Enables/Disables a control. 
+	 * Enables/Disables a control.
 	 *
 	 * @param enabled true if the control is enabled; false if disabled.
 	 */
@@ -890,7 +890,7 @@ public:
 
     /**
      * Removes a listener from this control.
-     * 
+     *
      * @param listener The listener to remove.
      */
     virtual void removeListener(Control::Listener* listener);
@@ -961,7 +961,7 @@ protected:
      *            If evt is KEY_CHAR then key is the unicode value of the character.
      *
      * @return Whether the key event was consumed by this control.
-     * 
+     *
      * @see Keyboard::KeyEvent
      * @see Keyboard::Key
      */
@@ -1090,9 +1090,9 @@ protected:
      */
     bool hasFocus() const;
 
-    /** 
+    /**
      * The Control's ID.
-     */ 
+     */
     std::string _id;
 
     /**
@@ -1143,18 +1143,18 @@ protected:
     /**
      * Previous frame's absolute clip bounds, to be cleared if necessary.
      */
-    Rectangle _clearBounds;         
+    Rectangle _clearBounds;
 
     /**
      * If the control is dirty and need updating.
      */
     bool _dirty;
-    
+
     /**
      * Flag for whether the Control consumes input events.
      */
     bool _consumeInputEvents;
-    
+
     /**
      * The Control's Alignment
      */
@@ -1164,23 +1164,23 @@ protected:
      * Whether the Control's alignment has been set programmatically.
      */
     bool _isAlignmentSet;
-    
+
     /**
      * Whether the Control's width is auto-sized.
      */
     AutoSize _autoWidth;
-    
+
     /**
      * Whether the Control's height is auto-sized.
      */
     AutoSize _autoHeight;
-    
+
     /**
      * Listeners map of EventType's to a list of Listeners.
      */
     //std::map<Listener::EventType, std::list<Listener*>*>* _listeners;
     std::map<Control::Listener::EventType, std::list<Control::Listener*>*>* _listeners;
-    
+
     /**
      * The Control's Theme::Style.
      */
@@ -1195,7 +1195,7 @@ protected:
      * The current opacity of the control.
      */
     float _opacity;
-    
+
     /**
      * The z-order of the control.
      */
@@ -1220,7 +1220,7 @@ private:
 
     /*
      * Constructor.
-     */    
+     */
     Control(const Control& copy);
 
     Theme::Style::Overlay** getOverlays(unsigned char overlayTypes, Theme::Style::Overlay** overlays);
@@ -1240,7 +1240,7 @@ private:
     Theme::Skin* getSkin(State state);
 
     void addSpecificListener(Control::Listener* listener, Control::Listener::EventType eventType);
-    
+
     bool _styleOverridden;
     Theme::Skin* _skin;
     State _previousState;

+ 28 - 28
gameplay/src/Curve.h

@@ -29,14 +29,14 @@ public:
     enum InterpolationType
     {
         /**
-         * Bezier Interpolation. 
+         * Bezier Interpolation.
          *
          * Requires that two control points are set for each segment.
          */
         BEZIER,
 
         /**
-         * B-Spline Interpolation. 
+         * B-Spline Interpolation.
          *
          * Uses the points as control points, and the curve is guaranteed to only pass through the
          * first and last point.
@@ -44,14 +44,14 @@ public:
         BSPLINE,
 
         /**
-         * Flat Interpolation. 
-         * 
+         * Flat Interpolation.
+         *
          * A form of Hermite interpolation that generates flat tangents for you. The tangents have a value equal to 0.
          */
         FLAT,
 
         /**
-         * Hermite Interpolation. 
+         * Hermite Interpolation.
          *
          * Requires that two tangents for each segment.
          */
@@ -62,8 +62,8 @@ public:
          */
         LINEAR,
 
-        /** 
-         * Smooth Interpolation. 
+        /**
+         * Smooth Interpolation.
          *
          * A form of Hermite interpolation that generates tangents for each segment based on the points prior to and after the segment.
          */
@@ -71,14 +71,14 @@ public:
 
         /**
          * Discrete Interpolation.
-         */ 
+         */
         STEP,
 
         /**
          * Quadratic-In Interpolation.
          */
-        QUADRATIC_IN, 
-        
+        QUADRATIC_IN,
+
         /**
          * Quadratic-Out Interpolation.
          */
@@ -98,17 +98,17 @@ public:
          * Cubic-In Interpolation.
          */
         CUBIC_IN,
-        
+
         /**
          * Cubic-Out Interpolation.
          */
         CUBIC_OUT,
-        
+
         /**
          * Cubic-In-Out Interpolation.
          */
         CUBIC_IN_OUT,
-        
+
         /**
          * Cubic-Out-In Interpolation.
          */
@@ -138,37 +138,37 @@ public:
          * Quintic-In Interpolation.
          */
         QUINTIC_IN,
-        
+
         /**
          * Quintic-Out Interpolation.
          */
         QUINTIC_OUT,
-        
+
         /**
          * Quintic-In-Out Interpolation.
          */
         QUINTIC_IN_OUT,
-        
+
         /**
          * Quintic-Out-In Interpolation.
          */
         QUINTIC_OUT_IN,
-        
+
         /**
          * Sine-In Interpolation.
          */
         SINE_IN,
-        
+
         /**
          * Sine-Out Interpolation.
          */
         SINE_OUT,
-        
+
         /**
          * Sine-In-Out Interpolation.
          */
         SINE_IN_OUT,
-        
+
         /**
          * Sine-Out-In Interpolation.
          */
@@ -277,7 +277,7 @@ public:
 
     /**
      * Creates a new curve.
-     * 
+     *
      * @param pointCount The number of points in the curve.
      * @param componentCount The number of float component values per key value.
      * @script{create}
@@ -343,7 +343,7 @@ public:
      * @param outValue The tangent leaving the point.
      */
     void setTangent(unsigned int index, InterpolationType type, float* inValue, float* outValue);
-    
+
     /**
      * Evaluates the curve at the given position value.
      *
@@ -373,7 +373,7 @@ public:
      * interpolating a repeat of the curve.
      *
      * @param time The position within the subregion of the curve to evaluate the curve at.
-     *      A time of zero representes the start of the subregion, with a time of one
+     *      A time of zero represents the start of the subregion, with a time of one
      *      representing the end of the subregion.
      * @param startTime Start time for the subregion (between 0.0 - 1.0).
      * @param endTime End time for the subregion (between 0.0 - 1.0).
@@ -478,19 +478,19 @@ private:
      */
     void interpolateHermiteSmooth(float s, unsigned int index, Point* from, Point* to, float* dst) const;
 
-    /** 
+    /**
      * Linear interpolation function.
-     */ 
+     */
     void interpolateLinear(float s, Point* from, Point* to, float* dst) const;
 
     /**
      * Quaternion interpolation function.
      */
     void interpolateQuaternion(float s, float* from, float* to, float* dst) const;
-    
+
     /**
      * Determines the current keyframe to interpolate from based on the specified time.
-     */ 
+     */
     int determineIndex(float time, unsigned int min, unsigned int max) const;
 
     /**
@@ -498,7 +498,7 @@ private:
      * index. The next four components of data starting at the given index will be interpolated as a Quaternion.
      * This function will assert an error if the given index is greater than the component size subtracted by the four components required
      * to store a quaternion.
-     * 
+     *
      * @param index The index of the Quaternion rotation data.
      */
     void setQuaternionOffset(unsigned int index);

+ 14 - 14
gameplay/src/FrameBuffer.h

@@ -13,11 +13,11 @@ namespace gameplay
  * Defines a frame buffer object that may contain one or more render targets and optionally
  * a depth-stencil target.
  *
- * Frame buffers can be created and used for off-screen rendering, which is useful for 
+ * Frame buffers can be created and used for off-screen rendering, which is useful for
  * techniques such as shadow mapping and post-processing. Render targets within a frame
  * buffer can be both written to and read (by calling RenderTarget::getTexture).
  *
- * When binding a custom frame buffer, you should always store the return value of 
+ * When binding a custom frame buffer, you should always store the return value of
  * FrameBuffer::bind and restore it when you are finished drawing to your frame buffer.
  *
  * To bind the default frame buffer, call FrameBuffer::bindDefault.
@@ -97,7 +97,7 @@ public:
      * @return The number of color attachments available on the current hardware.
      */
     static unsigned int getMaxRenderTargets();
- 
+
     /**
      * Set a RenderTarget on this FrameBuffer's color attachment at the specified index.
      *
@@ -105,7 +105,7 @@ public:
      * @param index The index of the color attachment to set.
      */
     void setRenderTarget(RenderTarget* target, unsigned int index = 0);
- 
+
     /**
      * Get the RenderTarget attached to the FrameBuffer's color attachment at the specified index.
      *
@@ -121,30 +121,30 @@ public:
      * @return The number of render targets attached.
      */
     unsigned int getRenderTargetCount() const;
- 
+
     /**
      * Set this FrameBuffer's DepthStencilTarget.
      *
      * @param target The DepthStencilTarget to set on this FrameBuffer.
      */
     void setDepthStencilTarget(DepthStencilTarget* target);
-  
+
     /**
      * Get this FrameBuffer's DepthStencilTarget.
      *
      * @return This FrameBuffer's DepthStencilTarget.
      */
     DepthStencilTarget* getDepthStencilTarget() const;
- 
+
     /**
-     * Determines whether this is the default frame bufffer.
+     * Determines whether this is the default frame buffer.
      *
      * @return true if this is the default frame buffer, false otherwise.
      */
     bool isDefault() const;
 
     /**
-     * Binds this FrameBuffer for off-screen rendering and return you the curently bound one.
+     * Binds this FrameBuffer for off-screen rendering and return you the currently bound one.
      *
      * You should keep the return FrameBuffer and store it and call bind() when you rendering is complete.
      *
@@ -154,17 +154,17 @@ public:
 
 	/**
 	 * Records a screenshot of what is stored on the current FrameBuffer.
-	 * 
+	 *
 	 * @return A screenshot of the current framebuffer's content.
 	 */
 	static Image* createScreenshot();
 
 	/**
 	 * Records a screenshot of what is stored on the current FrameBuffer to an Image.
-	 * 
+	 *
 	 * The Image must be the same size as the FrameBuffer, otherwise the operation will fail.
 	 * The Image must be format RGBA.
-	 * 
+	 *
 	 * @param image The Image to write the current framebuffer's content to.
 	 */
 	static void getScreenshot(Image* image);
@@ -174,7 +174,7 @@ public:
      *
      * @ return The default framebuffer.
      */
-    static FrameBuffer* bindDefault(); 
+    static FrameBuffer* bindDefault();
 
     /**
      * Gets the currently bound FrameBuffer.
@@ -182,7 +182,7 @@ public:
      * @return The currently bound FrameBuffer.
      */
     static FrameBuffer* getCurrent();
-     
+
 private:
 
     /**

+ 8 - 8
gameplay/src/HeightField.h

@@ -7,7 +7,7 @@ namespace gameplay
 {
 
     /**
-     * Defines a reference counted class that holds heightfeild data.
+     * Defines a reference counted class that holds heightfield data.
      *
      * Heightfields can be used to construct both Terrain objects as well as PhysicsCollisionShape
      * heightfield defintions, which are used in heightfield rigid body creation. Heightfields can
@@ -31,7 +31,7 @@ namespace gameplay
          * Creates a HeightField from the specified heightfield image.
          *
          * The specified image path must refer to a valid heightfield image. Supported images are
-         * the same as those supported by the Image class (i.e. PNG). 
+         * the same as those supported by the Image class (i.e. PNG).
          *
          * The minHeight and maxHeight parameters provides a mapping from heightfield pixel
          * intensity to height values. The minHeight parameter is mapped to zero intensity
@@ -40,7 +40,7 @@ namespace gameplay
          * @param path Path to a heightfield image.
          * @param heightMin Minimum height value for a zero intensity pixel.
          * @param heightMax Maximum height value for a full intensity heightfield pixel (must be >= minHeight).
-         * 
+         *
          * @return The new HeightField.
          */
         static HeightField* createFromImage(const char* path, float heightMin = 0, float heightMax = 1);
@@ -54,7 +54,7 @@ namespace gameplay
          * This method automatically determines (based on file size) whether the input file
          * is RAW8 or RAW16. RAW files must have a .raw or .r16 file extension.
          *
-         * RAW files are commonly used in software that produces heightmap images. Using RAW16 is 
+         * RAW files are commonly used in software that produces heightmap images. Using RAW16 is
          * preferred or any 8-bit heightfield source since it allows greater precision, resulting in
          * smoother height transitions.
          *
@@ -67,13 +67,13 @@ namespace gameplay
          * @param height Height of the RAW data.
          * @param heightMin Minimum height value for a zero intensity pixel.
          * @param heightMax Maximum height value for a full intensity heightfield pixel (must be >= minHeight).
-         * 
+         *
          * @return The new HeightField.
          */
         static HeightField* createFromRAW(const char* path, unsigned int width, unsigned int height, float heightMin = 0, float heightMax = 1);
 
         /**
-         * Returns a pointer to the underying height array.
+         * Returns a pointer to the underlying height array.
          *
          * The array is packed in row major order, meaning that the data is aligned in rows,
          * from top left to bottom right.
@@ -87,7 +87,7 @@ namespace gameplay
          *
          * The specified row and column are specified as floating point numbers so that values
          * between points can be specified. In this case, a height value is calculated that is
-         * interpolated between neighboring height values. 
+         * interpolated between neighboring height values.
          *
          * If the specified point lies outside the heightfield, it is clamped to the boundary
          * of the heightfield.
@@ -108,7 +108,7 @@ namespace gameplay
 
         /**
          * Returns the number of columns in the heightfield.
-         * 
+         *
          * @return The column count.
          */
         unsigned int getColumnCount() const;

+ 14 - 14
gameplay/src/Model.h

@@ -33,14 +33,14 @@ public:
 
     /**
      * Returns the Mesh for this Model.
-     * 
+     *
      * @return The Mesh for this Model.
      */
     Mesh* getMesh() const;
 
     /**
      * Returns the number of parts in the Mesh for this Model.
-     * 
+     *
      * @return The number of parts in the Mesh for this Model.
      */
     unsigned int getMeshPartCount() const;
@@ -52,7 +52,7 @@ public:
      * mesh part, the shared Material will be returned.
      *
      * @param partIndex The index of the mesh part whose Material to return (-1 for shared material).
-     * 
+     *
      * @return The requested Material, or NULL if no Material is set.
      */
     Material* getMaterial(int partIndex = -1);
@@ -83,12 +83,12 @@ public:
      *
      * Mesh parts will use an explicitly set part material, if set; otherwise they
      * will use the globally set material.
-     * 
+     *
      * @param vshPath The path to the vertex shader file.
      * @param fshPath The path to the fragment shader file.
      * @param defines A new-line delimited list of preprocessor defines. May be NULL.
      * @param partIndex The index of the mesh part to set the material for (-1 for shared material).
-     * 
+     *
      * @return The newly created and bound Material, or NULL if the Material could not be created.
      */
     Material* setMaterial(const char* vshPath, const char* fshPath, const char* defines = NULL, int partIndex = -1);
@@ -103,10 +103,10 @@ public:
      *
      * Mesh parts will use an explicitly set part material, if set; otherwise they
      * will use the globally set material.
-     * 
+     *
      * @param materialPath The path to the material file.
      * @param partIndex The index of the mesh part to set the material for (-1 for shared material).
-     * 
+     *
      * @return The newly created and bound Material, or NULL if the Material could not be created.
      */
     Material* setMaterial(const char* materialPath, int partIndex = -1);
@@ -122,14 +122,14 @@ public:
 
     /**
      * Returns the MeshSkin.
-     * 
+     *
      * @return The MeshSkin, or NULL if one is not set.
      */
     MeshSkin* getSkin() const;
 
     /**
      * Returns the node that is associated with this model.
-     * 
+     *
      * @return The node that is associated with this model.
      */
     Node* getNode() const;
@@ -139,7 +139,7 @@ public:
      *
      * This method is automatically called when a model is attached to a node
      * and therefore should not normally be called explicitly.
-     * 
+     *
      * @param node The node that is associated with this model.
      */
     void setNode(Node* node);
@@ -148,7 +148,7 @@ public:
      * Sets if this model cast shadows.
      *
      * Note: This is only applied to a SceneRenderer.
-     * 
+     *
      * @param casts if this model casts shadows
      * @see SceneRenderer
      */
@@ -172,7 +172,7 @@ public:
     void setShadowReceiver(bool receives);
 
     /**
-     * Returns whether this objects recieves shadows.
+     * Returns whether this objects receives shadows.
      *
      * Note: This is only applied to a SceneRenderer.
      *
@@ -213,7 +213,7 @@ private:
 
     /**
      * Sets the MeshSkin for this model.
-     * 
+     *
      * @param skin The MeshSkin for this model.
      */
     void setSkin(MeshSkin* skin);
@@ -225,7 +225,7 @@ private:
 
     /**
      * Clones the model and returns a new model.
-     * 
+     *
      * @param context The clone context.
      * @return The new cloned model.
      */

+ 48 - 48
gameplay/src/Node.h

@@ -122,7 +122,7 @@ public:
      * Custom tags can be used for a variety of purposes within a game. For example,
      * a tag called "transparent" can be added to nodes, to indicate which nodes in
      * a scene are transparent. This tag can then be read during rendering to sort
-     * transparent and opaque objects for correct drawing order. 
+     * transparent and opaque objects for correct drawing order.
      *
      * Setting a tag to NULL removes the tag from the Node.
      *
@@ -162,13 +162,13 @@ public:
      * Sets the user pointer for this node.
      *
      * The user pointer is initially NULL and can be set to anything.
-     * This is normally used to store game-specific data, such as 
+     * This is normally used to store game-specific data, such as
      * game state for a particular node.  For example, attributes
      * for a game character, such as hit points, stamina, etc can
      * be defined in a game structure and stored in this field.
      *
      * When a node is deleted, the (optional) cleanup callback
-     * function passed to this function is called to allow the 
+     * function passed to this function is called to allow the
      * user to free any memory associated with the user pointer.
      *
      * @param pointer User pointer.
@@ -212,7 +212,7 @@ public:
     /**
      * Returns the first child node that matches the given ID.
      *
-     * This method checks the specified ID against its immediate child nodes 
+     * This method checks the specified ID against its immediate child nodes
      * but does not check the ID against itself.
      * If recursive is true, it also traverses the Node's hierarchy with a breadth first search.
      *
@@ -220,7 +220,7 @@ public:
      * @param recursive True to search recursively all the node's children, false for only direct children.
      * @param exactMatch true if only nodes whose ID exactly matches the specified ID are returned,
      *        or false if nodes that start with the given ID are returned.
-     * 
+     *
      * @return The Node found or NULL if not found.
      */
     Node* findNode(const char* id, bool recursive = true, bool exactMatch = true) const;
@@ -233,7 +233,7 @@ public:
      * @param recursive true if a recursive search should be performed, false otherwise.
      * @param exactMatch true if only nodes whose 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.
      * @script{ignore}
      */
@@ -415,7 +415,7 @@ public:
 
     /**
      * Assigns a camera to this node.
-     * 
+     *
      * This will increase the reference count of the new camera and decrease
      * the reference count of the old camera.
      *
@@ -432,7 +432,7 @@ public:
 
     /**
      * Assigns a light to this node.
-     * 
+     *
      * This will increase the reference count of the new light and decrease
      * the reference count of the old light.
      *
@@ -442,14 +442,14 @@ public:
 
     /**
      * Returns the pointer to this node's model.
-     * 
+     *
      * @return The pointer to this node's model or NULL.
      */
     Model* getModel() const;
 
     /**
      * Assigns a model to this node.
-     * 
+     *
      * This will increase the reference count of the new model and decrease
      * the reference count of the old model.
      *
@@ -476,14 +476,14 @@ public:
 
     /**
      * Returns the pointer to this node's form.
-     * 
+     *
      * @return The pointer to this node's form or NULL.
      */
     Form* getForm() const;
 
     /**
      * Assigns a form to this node.
-     * 
+     *
      * @param form The form pointer. May be NULL.
      */
     void setForm(Form* form);
@@ -497,7 +497,7 @@ public:
 
     /**
      * Assigns an audio source to this node.
-     * 
+     *
      * This will increase the reference count of the new audio source and decrease
      * the reference count of the old audio source.
      *
@@ -514,7 +514,7 @@ public:
 
     /**
      * Assigns a particle emitter to this node.
-     * 
+     *
      * This will increase the reference count of the new particle emitter and decrease
      * the reference count of the old particle emitter.
      *
@@ -535,7 +535,7 @@ public:
     /**
      * Sets (or disables) the physics collision object for this node.
      *
-     * The supported collision object types include rigid bodies, ghost objects, 
+     * The supported collision object types include rigid bodies, ghost objects,
      * characters, vehicles, and vehicle wheels.
      *
      * Rigid bodies are used to represent most physical objects in a game. The important
@@ -551,7 +551,7 @@ public:
      * Ghost objects are a simple type of collision object that are not simulated. By default
      * they pass through other objects in the scene without affecting them. Ghost objects do
      * receive collision events however, which makes them useful for representing non-simulated
-     * entities in a game that still require collision events, such as volumetric triggers, 
+     * entities in a game that still require collision events, such as volumetric triggers,
      * power-ups, etc.
      *
      * Characters are an extension of ghost objects which provide a number of additional features
@@ -575,21 +575,21 @@ public:
      * @param group Group identifier of the object for collision filtering.
      * @param mask Bitmask to filter groups of objects to collide with this one.
      */
-    PhysicsCollisionObject* setCollisionObject(PhysicsCollisionObject::Type type, const PhysicsCollisionShape::Definition& shape = PhysicsCollisionShape::box(), 
+    PhysicsCollisionObject* setCollisionObject(PhysicsCollisionObject::Type type, const PhysicsCollisionShape::Definition& shape = PhysicsCollisionShape::box(),
                                                PhysicsRigidBody::Parameters* rigidBodyParameters = NULL, int group = PHYSICS_COLLISION_GROUP_DEFAULT, int mask = PHYSICS_COLLISION_MASK_DEFAULT);
 
     /**
-     * Sets the physics collision object for this node using the data from the Properties object defined at the specified URL, 
+     * Sets the physics collision object for this node using the data from the Properties object defined at the specified URL,
      * where the URL is of the format "<file-path>.<extension>#<namespace-id>/<namespace-id>/.../<namespace-id>"
-     * (and "#<namespace-id>/<namespace-id>/.../<namespace-id>" is optional). 
-     * 
+     * (and "#<namespace-id>/<namespace-id>/.../<namespace-id>" is optional).
+     *
      * @param url The URL pointing to the Properties object defining the physics collision object.
      */
     PhysicsCollisionObject* setCollisionObject(const char* url);
 
     /**
      * Sets the physics collision object for this node from the given properties object.
-     * 
+     *
      * @param properties The properties object defining the collision object.
      */
     PhysicsCollisionObject* setCollisionObject(Properties* properties);
@@ -612,7 +612,7 @@ public:
      * Returns the bounding sphere for the Node, in world space.
      *
      * The bounding sphere for a node represents the area, in world
-     * space, that the node contains. This includes the space occupied 
+     * space, that the node contains. This includes the space occupied
      * by any child nodes as well as the space occupied by any data
      * inside the node (such as models).
      *
@@ -631,7 +631,7 @@ public:
 
     /**
      * Clones the node and all of its child nodes.
-     * 
+     *
      * @return A new node.
      * @script{create}
      */
@@ -651,25 +651,25 @@ protected:
 
     /**
      * Clones a single node and its data but not its children.
-     * 
+     *
      * @param context The clone context.
-     * 
+     *
      * @return Pointer to the newly created node.
      */
     virtual Node* cloneSingleNode(NodeCloneContext &context) const;
 
     /**
      * Recursively clones this node and its children.
-     * 
+     *
      * @param context The clone context.
-     * 
+     *
      * @return The newly created node.
      */
     Node* cloneRecursive(NodeCloneContext &context) const;
 
     /**
      * Copies the data from this node into the given node.
-     * 
+     *
      * @param node The node to copy the data to.
      * @param context The clone context.
      */
@@ -724,7 +724,7 @@ protected:
          */
         void* pointer;
 
-        /** 
+        /**
          * Cleanup callback.
          */
         void (*cleanupCallback)(void*);
@@ -737,19 +737,19 @@ protected:
 
     /**
      * The Node's ID.
-     */ 
+     */
     std::string _id;
 
     /**
      * Pointer to the Node's first child.
      */
     Node* _firstChild;
-    
+
     /**
      * Pointer to the Node's next child.
      */
     Node* _nextSibling;
-    
+
     /**
      * Pointer to the Node's previous sibling.
      */
@@ -766,7 +766,7 @@ protected:
     unsigned int _childCount;
 
     /**
-     * If this node is visible. This may not be visiblein hierarchy if its parents are hidden
+     * If this node is visible. This may not be visible in hierarchy if its parents are hidden
      */
     bool _visible;
 
@@ -782,7 +782,7 @@ protected:
 
     /**
      * Pointer to the Light attached to the Node.
-     */ 
+     */
     Light* _light;
 
     /**
@@ -799,22 +799,22 @@ protected:
      * Pointer to the Form attached to the Node.
      */
     Form* _form;
-    
+
     /**
      * Pointer to the AudioSource attached to the Node.
      */
     AudioSource* _audioSource;
-    
+
     /**
      * Pointer to the ParticleEmitter attached to the Node.
      */
     ParticleEmitter* _particleEmitter;
-    
+
     /**
      * Pointer to the PhysicsCollisionObject attached to the Node.
      */
     PhysicsCollisionObject* _collisionObject;
-    
+
     /**
      * Pointer to the AI agent attached to the Node.
      */
@@ -829,10 +829,10 @@ protected:
      * Dirty bits flag for the Node.
      */
     mutable int _dirtyBits;
-    
+
     /**
      * A flag indicating if the Node's hierarchy has changed.
-     */ 
+     */
     bool _notifyHierarchyChanged;
 
     /**
@@ -848,7 +848,7 @@ protected:
 
 /**
  * NodeCloneContext represents the context data that is kept when cloning a node.
- * 
+ *
  * The NodeCloneContext is used to make sure objects don't get cloned twice.
  */
 class NodeCloneContext
@@ -867,16 +867,16 @@ public:
 
     /**
      * Finds the cloned animation of the given animation or NULL if this animation was not registered with this context.
-     * 
+     *
      * @param animation The animation to search for the cloned copy of.
-     * 
+     *
      * @return The cloned animation or NULL if not found.
      */
     Animation* findClonedAnimation(const Animation* animation);
 
     /**
      * Registers the cloned animation with this context so that it doesn't get cloned twice.
-     * 
+     *
      * @param original The pointer to the original animation.
      * @param clone The pointer to the cloned animation.
      */
@@ -884,23 +884,23 @@ public:
 
     /**
      * Finds the cloned node of the given node or NULL if this node was not registered with this context.
-     * 
+     *
      * @param node The node to search for the cloned copy of.
-     * 
+     *
      * @return The cloned node or NULL if not found.
      */
     Node* findClonedNode(const Node* node);
 
     /**
      * Registers the cloned node with this context so that it doens't get cloned twice.
-     * 
+     *
      * @param original The pointer to the original node.
      * @param clone The pointer to the cloned node.
      */
     void registerClonedNode(const Node* original, Node* clone);
 
 private:
-    
+
     /**
      * Hidden copy constructor.
      */

+ 17 - 17
gameplay/src/Platform.h

@@ -15,8 +15,8 @@ class Game;
 
 /**
  * Defines a platform abstraction.
- * 
- * This class has only a few public methods for creating a platform 
+ *
+ * This class has only a few public methods for creating a platform
  *
  */
 class Platform
@@ -36,7 +36,7 @@ public:
      * Creates a platform for the specified game which it will interact with.
      *
      * @param game The game to create a platform for.
-     * 
+     *
      * @return The created platform interface.
      * @script{ignore}
      */
@@ -47,7 +47,7 @@ public:
      *
      * This method handles all OS window messages and drives the game loop.
      * It normally does not return until the application is closed.
-     * 
+     *
      * If a attachToWindow is passed to Platform::create the message pump will instead attach
      * to or allow the attachToWindow to drive the game loop on the platform.
      *
@@ -61,9 +61,9 @@ public:
     static void swapBuffers();
 
 private:
-    
+
     /**
-     * This method informs the platform that the game is shutting down 
+     * This method informs the platform that the game is shutting down
      * and anything platform specific should be shutdown as well or halted
      * This function is called automatically when the game shutdown function is called
      */
@@ -76,17 +76,17 @@ private:
      * @return whether a programmatic exit is allowed on this platform.
      */
     static bool canExit();
-    
+
     /**
      * Gets the display width.
-     * 
+     *
      * @return The display width.
      */
     static unsigned int getDisplayWidth();
-    
+
     /**
      * Gets the display height.
-     * 
+     *
      * @return The display height.
      */
     static unsigned int getDisplayHeight();
@@ -107,7 +107,7 @@ private:
 
     /**
      * Gets whether vertical sync is enabled for the game display.
-     * 
+     *
      * @return true if vsync is enabled; false if not.
      */
     static bool isVsync();
@@ -155,7 +155,7 @@ private:
      * Whether the platform has mouse support.
      */
     static bool hasMouse();
-    
+
     /**
      * Enables or disabled mouse capture.
      *
@@ -210,7 +210,7 @@ private:
      * accelerometer data with data from other sensors as well, such as the gyros.
      * This method is best used to obtain an indication of device orientation; it
      * does not necessarily distinguish between acceleration and rotation rate.
-     * 
+     *
      * @param pitch The accelerometer pitch. Zero if hasAccelerometer() returns false.
      * @param roll The accelerometer roll. Zero if hasAccelerometer() returns false.
      */
@@ -232,12 +232,12 @@ private:
 
     /**
      * Gets the command line arguments.
-     * 
+     *
      * @param argc The number of command line arguments.
      * @param argv The array of command line arguments.
      */
     static void getArguments(int* argc, char*** argv);
-    
+
     /**
      * Shows or hides the virtual keyboard (if supported).
      *
@@ -356,7 +356,7 @@ public:
      * @script{ignore}
      */
     static void gamepadEventConnectedInternal(GamepadHandle handle, unsigned int buttonCount, unsigned int joystickCount, unsigned int triggerCount,
-                                              unsigned int vendorId, unsigned int productId, 
+                                              unsigned int vendorId, unsigned int productId,
                                               const char* vendorString, const char* productString);
 
     /**
@@ -367,7 +367,7 @@ public:
     static void gamepadEventDisconnectedInternal(GamepadHandle handle);
 
     /**
-     * Internal metehod used by Gamepad that polls the platform for the updated Gamepad
+     * Internal method used by Gamepad that polls the platform for the updated Gamepad
      * states such as joysticks, buttons and trigger values.
      *
      * @param gamepad The gamepad to be returned with the latest polled values populated.

+ 17 - 17
gameplay/src/Scene.h

@@ -27,7 +27,7 @@ public:
 
     /**
      * Creates a new empty scene.
-     * 
+     *
      * @param id ID of the new scene, or NULL to use an empty string for the ID (default).
      *
      * @return The newly created empty scene.
@@ -37,7 +37,7 @@ public:
 
     /**
      * Loads a scene from the given '.scene' or '.gpb' file.
-     * 
+     *
      * @param filePath The path to the '.scene' or '.gpb' file to load from.
      * @return The loaded scene or <code>NULL</code> if the scene
      *      could not be loaded from the given file.
@@ -77,7 +77,7 @@ public:
      * @param recursive true if a recursive search should be performed, false otherwise.
      * @param exactMatch true if only nodes whose ID exactly matches the specified ID are returned,
      *      or false if nodes that start with the given ID are returned.
-     * 
+     *
      * @return The first node found that matches the given ID.
      */
     Node* findNode(const char* id, bool recursive = true, bool exactMatch = true) const;
@@ -90,7 +90,7 @@ public:
      * @param recursive true if a recursive search should be performed, false otherwise.
      * @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.
      * @script{ignore}
      */
@@ -100,14 +100,14 @@ public:
      * Creates and adds a new node to the scene.
      *
      * @param id An optional node ID.
-     * 
+     *
      * @return The new node.
      */
     Node* addNode(const char* id = NULL);
 
     /**
      * Adds the specified node to the scene.
-     * 
+     *
      * @param node The node to be added to the scene.
      */
     void addNode(Node* node);
@@ -133,7 +133,7 @@ public:
 
     /**
      * Returns the first node in the scene.
-     * 
+     *
      * @return The first node in the scene.
      */
     Node* getFirstNode() const;
@@ -147,15 +147,15 @@ public:
 
     /**
      * Sets the active camera on the scene.
-     * 
+     *
      * @param camera The active camera to be set on the scene.
      */
     void setActiveCamera(Camera* camera);
 
     /**
-     * Sets the audio listener to transform along with the active camera if set to true.  
+     * Sets the audio listener to transform along with the active camera if set to true.
      * If you have a 2D game that doesn't require it, then set to false.  This is on by default for the scene.
-     * 
+     *
      * @param bind true if you want to the audio listener to follow the active camera's transform.
      */
     void bindAudioListenerToCamera(bool bind);
@@ -166,14 +166,14 @@ public:
      * The default ambient light color is black (0,0,0).
      *
      * This value can be bound to materials using the SCENE_LIGHT_AMBIENT_COLOR auto binding.
-     * 
+     *
      * @return The scene's ambient color.
      */
     const Vector3& getAmbientColor() const;
 
     /**
      * Sets the ambient color of the scene.
-     * 
+     *
      * @param red The red channel between 0.0 and 1.0.
      * @param green The green channel between 0.0 and 1.0.
      * @param blue The blue channel between 0.0 and 1.0.
@@ -181,7 +181,7 @@ public:
      * @see getAmbientColor()
      */
     void setAmbientColor(float red, float green, float blue);
-    
+
     /**
      * Visits each node in the scene and calls the specified method pointer.
      *
@@ -206,7 +206,7 @@ public:
      *
      * Calling this method invokes the specified method pointer for each node
      * in the scene hierarchy, passing the Node and the specified cookie value.
-     * 
+     *
      * The visitMethod parameter must be a pointer to a method that has a bool
      * return type and accepts two parameters: a Node pointer and a cookie of a
      * user-specified type.
@@ -229,7 +229,7 @@ public:
      * in the scene hierarchy.
      *
      * The visitMethod parameter must be a string containing the name of a
-     * valid Lua function that has a boolean return type and accepts a 
+     * valid Lua function that has a boolean return type and accepts a
      * single parameter of type Node*.
      *
      * A depth-first traversal of the scene continues while the visit method
@@ -333,7 +333,7 @@ void Scene::visitNode(Node* node, T* instance, bool (T::*visitMethod)(Node*))
         return;
 
     // If this node has a model with a mesh skin, visit the joint hierarchy within it
-    // since we don't add joint hierarcies directly to the scene. If joints are never
+    // since we don't add joint hierarchies directly to the scene. If joints are never
     // visited, it's possible that nodes embedded within the joint hierarchy that contain
     // models will never get visited (and therefore never get drawn).
     if (node->_model && node->_model->_skin && node->_model->_skin->_rootNode)
@@ -356,7 +356,7 @@ void Scene::visitNode(Node* node, T* instance, bool (T::*visitMethod)(Node*,C),
         return;
 
     // If this node has a model with a mesh skin, visit the joint hierarchy within it
-    // since we don't add joint hierarcies directly to the scene. If joints are never
+    // since we don't add joint hierarchies directly to the scene. If joints are never
     // visited, it's possible that nodes embedded within the joint hierarchy that contain
     // models will never get visited (and therefore never get drawn).
     if (node->_model && node->_model->_skin && node->_model->_skin->_rootNode)

+ 11 - 11
gameplay/src/Terrain.h

@@ -46,18 +46,18 @@ class TerrainPatch;
  * normal map is used, it should be an object-space normal map containing normal vectors for
  * the entire terrain, encoded into the red, green and blue channels of the texture. This is
  * useful as a replacement for vertex normals, especially when using level-of-detail, since
- * it allows you to provide high quality normal vectors regardless of the tessellation or 
+ * it allows you to provide high quality normal vectors regardless of the tessellation or
  * LOD of the terrain. This also eliminates lighting artifacts/popping from LOD changes,
  * which commonly occurs when vertex normals are used. A terrain normal map can only be
  * specified at creation time, since it requires omission of vertex normal information in
  * the generated terrain geometry data.
  *
- * Internally, Terrain is broken into smaller, more managable patches, which can be culled
+ * Internally, Terrain is broken into smaller, more manageable patches, which can be culled
  * separately for more efficient rendering. The size of the terrain patches can be controlled
  * via the patchSize property. Patches can be previewed by enabling the DEBUG_PATCHES flag
  * via the setFlag method. Other terrain behavior can also be enabled and disabled using terrain
  * flags.
- * 
+ *
  * Level of detail (LOD) is supported using a technique that is similar to texture mipmapping.
  * A distance-to-camera based test, using a simple screen-space error metric is used to decide
  * the appropriate LOD for a terrain patch. The number of LOD levels is 1 by default (which
@@ -67,14 +67,14 @@ class TerrainPatch;
  *
  * Finally, when LOD is enabled, cracks can begin to appear between terrain patches of
  * different LOD levels. If the cracks are only minor (depends on your terrain topology
- * and tetures used), an acceptable appraoch might be to simply use a background clear 
+ * and textures used), an acceptable approach might be to simply use a background clear
  * color that closely matches your terrain to make the cracks much less visible. However,
  * often that is not acceptable, so the Terrain class also supports a simple solution called
  * "vertical skirts". When enabled (via the skirtScale parameter in the terrain file), a vertical
  * edge will extend down along the sides of all terrain patches, which fills in the crack.
  * This is a very fast approach as it adds only a small number of triangles per patch and requires
- * zero extra CPU time or draw calls, which are often needed for more complex stitching 
- * approaches. In practice, the skirts are often not noticable at all unless the LOD variation
+ * zero extra CPU time or draw calls, which are often needed for more complex stitching
+ * approaches. In practice, the skirts are often not noticeable at all unless the LOD variation
  * is very large and the terrain is excessively hilly on the edge of a LOD transition.
  */
 class Terrain : public Ref, public Transform::Listener
@@ -117,7 +117,7 @@ public:
     /**
      * Loads a Terrain from the given properties file.
      *
-     * The specified properties file can contain a full terrain definition, including a 
+     * The specified properties file can contain a full terrain definition, including a
      * heightmap (PNG, RAW8, RAW16), level of detail information, patch size, layer texture
      * details and vertical skirt size.
      *
@@ -150,7 +150,7 @@ public:
      *
      * @param heightfield The heightfield object containing height data for the terrain.
      * @param scale A scale to apply to the terrain along the X, Y and Z axes. The terrain and any associated
-     *      physics hegihtfield is scaled by this amount. Pass Vector3::one() to use the exact dimensions and heights
+     *      physics heightfield is scaled by this amount. Pass Vector3::one() to use the exact dimensions and heights
      *      in the supplied height array.
      * @param patchSize Size of terrain patches (number of quads).
      * @param detailLevels Number of detail levels to generate for the terrain (a value of one generates only the base
@@ -164,7 +164,7 @@ public:
      * @return A new Terrain.
      * @script{create}
      */
-    static Terrain* create(HeightField* heightfield, const Vector3& scale = Vector3::one(), unsigned int patchSize = 32,  
+    static Terrain* create(HeightField* heightfield, const Vector3& scale = Vector3::one(), unsigned int patchSize = 32,
                            unsigned int detailLevels = 1, float skirtScale = 0.0f, const char* normalMapPath = NULL);
 
     /**
@@ -249,8 +249,8 @@ public:
     * the repeat count is relative to the entire terrain. For layers that span only specific
     * patches, the repeat count is relative to those patches only.
     *
-    * @param index Layer index number. Layer indexes do not neccessarily need to be sequential and
-    *      are used simply to uinquely identify layers, where higher numbers specificy higher-level
+    * @param index Layer index number. Layer indexes do not necessarily need to be sequential and
+    *      are used simply to uniquely identify layers, where higher numbers specify higher-level
     *      layers.
     * @param texturePath Path to the color texture for this layer.
     * @param textureRepeat Repeat count for the color texture across the terrain or patches.

+ 5 - 5
gameplay/src/VisibleSet.h

@@ -14,7 +14,7 @@ namespace gameplay
 class VisibleSet
 {
 public:
-    
+
     /**
      * Destructor.
      */
@@ -40,9 +40,9 @@ public:
     virtual void reset() = 0;
 
     /**
-     * Gets the next visible node in the set or NULL 
-     * onces you have reached the end of the set.
-     * 
+     * Gets the next visible node in the set or NULL
+     * once you have reached the end of the set.
+     *
      * @return The next visible node in the set or NULL at end of set.
      */
     virtual Node* getNext() = 0;
@@ -50,4 +50,4 @@ public:
 
 }
 
-#endif
+#endif

+ 10 - 0
samples/browser/src/LightSample.cpp

@@ -251,6 +251,16 @@ void LightSample::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int c
 	};
 }
 
+bool LightSample::mouseEvent(Mouse::MouseEvent evt, int x, int y, int wheelDelta)
+{
+    if (evt == Mouse::MOUSE_WHEEL && wheelDelta != 0)
+    {
+        _modelNode->translate(0, 0, wheelDelta);
+        return true;
+    }
+    return false;
+}
+
 void LightSample::keyEvent(Keyboard::KeyEvent evt, int key)
 {
 	switch(evt)

+ 2 - 0
samples/browser/src/LightSample.h

@@ -19,6 +19,8 @@ public:
 
     void touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex);
 
+    bool mouseEvent(Mouse::MouseEvent evt, int x, int y, int wheelDelta);
+
     void keyEvent(Keyboard::KeyEvent evt, int key);
 
 	void controlEvent(Control* control, EventType evt);

+ 1 - 1
samples/spaceship/src/SpaceshipGame.cpp

@@ -825,7 +825,7 @@ void SpaceshipGame::loadScoresEvent(ResponseCode code, std::vector<SocialScore>
 {
 	if (code == SUCCESS)
 	{
-        for (int i = 0 ; i < scores.size(); i++)
+        for (size_t i = 0 ; i < scores.size(); i++)
 		{
 			fprintf(stderr, "Score %d for %s is %lf\n", i, scores[i].playerName.data(), scores[i].value);
 		}