Merge pull request #26 from puugz/fix-typos

fix typos
This commit is contained in:
Noel Berry 2022-11-19 11:53:48 -08:00 committed by GitHub
commit 7821b0fcf5
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16 changed files with 25 additions and 28 deletions

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@ -63,7 +63,7 @@ namespace Blah
AppEventFn on_render = nullptr;
// Callback when the user has requested the application close.
// For example, pressing the Close button, ALT+F4, etc
// For example, pressing the Close button, ALT+F4, etc.
// By default this calls `App::exit()`
AppEventFn on_exit_request = nullptr;

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@ -9,7 +9,6 @@
namespace Blah
{
// A 2D sprite batcher, used for drawing shapes and textures
class Batch
{

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@ -135,7 +135,7 @@ namespace Blah
return Vec4f(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f);
}
// Convers the Color to a u32
// Converts the Color to a u32
constexpr u32 to_rgba() const
{
return
@ -145,7 +145,7 @@ namespace Blah
(u32)a;
}
// Convers the Color to a u32
// Converts the Color to a u32
constexpr u32 to_rgb() const
{
return
@ -154,7 +154,7 @@ namespace Blah
(u32)b;
}
// Returns a RGBA Color representation of the integer value
// Returns an RGBA Color representation of the integer value
static constexpr Color from_rgba(u32 value)
{
return
@ -166,7 +166,7 @@ namespace Blah
};
}
// Returns a RGB Color representation of the integer value, with Alpha = 255
// Returns an RGB Color representation of the integer value, with Alpha = 255
static constexpr Color from_rgb(u32 value)
{
return
@ -191,7 +191,7 @@ namespace Blah
);
}
// Mutliplties the Color
// Multiples the Color
constexpr Color operator*(float multiply) const
{
return Color(

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@ -52,7 +52,7 @@ namespace Blah
LessOrEqual,
Greater,
NotEqual,
GreatorOrEqual
GreaterOrEqual
};
// Cull mode during a draw call
@ -210,7 +210,7 @@ namespace Blah
enum class TextureFormat
{
None, // Invalid Format
R, // Single 8-bit channe;
R, // Single 8-bit channel
RG, // 2 8-bit channels
RGBA, // 4 8-bit channels
DepthStencil, // Depth 24, Stencil 8
@ -317,10 +317,10 @@ namespace Blah
// Supported Vertex Index formats
enum class IndexFormat
{
// Indices are 16 bit unsigned integers
// Indices are 16-bit unsigned integers
UInt16,
// Indices are 32 bit unsigned integers
// Indices are 32-bit unsigned integers
UInt32
};

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@ -65,7 +65,7 @@ namespace Blah
int padding;
// generated textures. There can be more than one if the packer was
// unable to fit all of the provided subtextures into the max_size.
// unable to fit all the provided subtextures into the max_size.
Vector<Image> pages;
Packer();

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@ -14,7 +14,7 @@ using namespace Blah;
#define BLAH_ASSERT_RUNNING() BLAH_ASSERT(app_is_running, "The App is not running (call App::run)")
// Interal Platform Pointer
// Internal Platform Pointer
Platform* App::Internal::platform = nullptr;
// Internal Renderer Pointer

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@ -53,12 +53,12 @@ void Aseprite::parse(Stream& stream)
stream.read_u16(Endian::Little); // Speed (deprecated)
stream.read_u32(Endian::Little); // Should be 0
stream.read_u32(Endian::Little); // Should be 0
stream.read_u8(Endian::Little); // Palette entry
stream.seek(stream.position() + 3); // Ignore these bytes
stream.read_u8(Endian::Little); // Palette entry
stream.seek(stream.position() + 3); // Ignore these bytes
stream.read_u16(Endian::Little); // Number of colors (0 means 256 for old sprites)
stream.read_i8(Endian::Little); // Pixel width
stream.read_i8(Endian::Little); // Pixel height
stream.seek(stream.position() + 92); // For Future
stream.read_i8(Endian::Little); // Pixel width
stream.read_i8(Endian::Little); // Pixel height
stream.seek(stream.position() + 92); // For Future
}
frames.resize(frame_count);

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@ -160,7 +160,7 @@ bool Font::get_image(const Font::Character& ch, Color* pixels) const
if (ch.has_glyph)
{
// we actually use the image buffer as our temporary buffer, and fill the pixels out backwards after
// kinda weird but it works & saves creating more memory
// kinda weird, but it works & saves creating more memory
auto* src = (unsigned char*)pixels;
stbtt_MakeGlyphBitmap((stbtt_fontinfo*)m_font.get(), src, ch.width, ch.height, ch.width, ch.scale, ch.scale, ch.glyph);

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@ -230,7 +230,6 @@ MeshRef Mesh::create()
return MeshRef();
}
namespace
{
int blah_calc_uniform_size(const UniformInfo& uniform)

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@ -256,7 +256,7 @@ bool Image::save_jpg(Stream& stream, int quality) const
void Image::get_pixels(Color* dest, const Point& dest_pos, const Point& dest_size, Recti source_rect) const
{
// can't be outside of the source image
// can't be outside the source image
if (source_rect.x < 0) source_rect.x = 0;
if (source_rect.y < 0) source_rect.y = 0;
if (source_rect.x + source_rect.w > width) source_rect.w = width - source_rect.x;

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@ -423,7 +423,6 @@ StickBindingRef Input::register_binding(const StickBinding& binding_data)
return result;
}
ButtonBinding::TriggerBind::TriggerBind(Axis axis)
: axis(axis)
{

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@ -65,7 +65,7 @@ namespace Blah
// Gets the Desktop Content Scale. Gui should be scaled by this value
virtual float get_content_scale() = 0;
// Returns the absoluate path to the directory that the application was started from
// Returns the absolute path to the directory that the application was started from
virtual const char* app_path() = 0;
// Returns the absolute path to the user directory where save data and settings should be stored

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@ -439,7 +439,7 @@ void SDL2_Platform::present()
SDL_GL_SwapWindow(window);
// display the window
// this avoids a short black screen on macoS
// this avoids a short black screen on macOS
if (!displayed)
{
SDL_ShowWindow(window);

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@ -36,7 +36,7 @@ namespace Blah
virtual void set_app_flags(u32 flags) { }
// Optional implementation to get the drawable backbuffer size in pixels.
// Not all implementations will use this so it can be up to the Platform.
// Not all implementations will use this, so it can be up to the Platform.
virtual bool get_draw_size(int* w, int* h) { return false; }
// Performs a draw call

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@ -785,7 +785,7 @@ namespace Blah
flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// Create D3D device & context & swap cahin
// Create D3D device & context & swap chain
D3D_FEATURE_LEVEL feature_level;
HRESULT hr = D3D11CreateDeviceAndSwapChain(
NULL,
@ -1625,7 +1625,7 @@ namespace Blah
case Compare::LessOrEqual: desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; break;
case Compare::Greater: desc.DepthFunc = D3D11_COMPARISON_GREATER; break;
case Compare::NotEqual: desc.DepthFunc = D3D11_COMPARISON_NOT_EQUAL; break;
case Compare::GreatorOrEqual: desc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL; break;
case Compare::GreaterOrEqual: desc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL; break;
}
ID3D11DepthStencilState* result;

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@ -1448,7 +1448,7 @@ namespace Blah
case Compare::Greater:
renderer->gl.DepthFunc(GL_GREATER);
break;
case Compare::GreatorOrEqual:
case Compare::GreaterOrEqual:
renderer->gl.DepthFunc(GL_GEQUAL);
break;
case Compare::Less: