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https://github.com/hajimehoshi/ebiten.git
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fix typos (#2227)
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1ecc34c2f2
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2bacecca24
@ -21,7 +21,7 @@ import (
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var isGo2Cpp bool = js.Global().Get("go2cpp").Truthy()
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func bufferSize() int {
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// On some devices targetted by go2cpp, 8192 is not enough. Use x2 bytes.
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// On some devices targeted by go2cpp, 8192 is not enough. Use x2 bytes.
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if isGo2Cpp {
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return 16384
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}
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@ -111,7 +111,7 @@ func (c *Camera) ScreenToWorld(posX, posY int) (float64, float64) {
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inverseMatrix.Invert()
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return inverseMatrix.Apply(float64(posX), float64(posY))
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} else {
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// When scaling it can happend that matrix is not invertable
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// When scaling it can happened that matrix is not invertable
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return math.NaN(), math.NaN()
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}
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}
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@ -63,7 +63,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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if g.lost {
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// When the context is lost, skip rendering. Usually this logic should not be required, but when the
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// context lost happens by the API explicitly, Draw can be called even after the data in GPU
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// disappered.
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// disappeared.
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return
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}
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@ -100,7 +100,7 @@ func (m *mascot) Update() error {
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m.vx16 = 64
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}
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// Accelarate the mascot in the Y direction.
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// Accelerate the mascot in the Y direction.
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m.vy16 += 8
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m.y16 += m.vy16
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@ -78,8 +78,8 @@ const (
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imageTypeButton imageType = iota
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imageTypeButtonPressed
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imageTypeTextBox
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imageTypeVScollBarBack
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imageTypeVScollBarFront
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imageTypeVScrollBarBack
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imageTypeVScrollBarFront
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imageTypeCheckBox
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imageTypeCheckBoxPressed
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imageTypeCheckBoxMark
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@ -89,8 +89,8 @@ var imageSrcRects = map[imageType]image.Rectangle{
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imageTypeButton: image.Rect(0, 0, 16, 16),
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imageTypeButtonPressed: image.Rect(16, 0, 32, 16),
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imageTypeTextBox: image.Rect(0, 16, 16, 32),
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imageTypeVScollBarBack: image.Rect(16, 16, 24, 32),
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imageTypeVScollBarFront: image.Rect(24, 16, 32, 32),
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imageTypeVScrollBarBack: image.Rect(16, 16, 24, 32),
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imageTypeVScrollBarFront: image.Rect(24, 16, 32, 32),
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imageTypeCheckBox: image.Rect(0, 32, 16, 48),
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imageTypeCheckBoxPressed: image.Rect(16, 32, 32, 48),
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imageTypeCheckBoxMark: image.Rect(32, 32, 48, 48),
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@ -284,10 +284,10 @@ func (v *VScrollBar) Update(contentHeight int) {
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func (v *VScrollBar) Draw(dst *ebiten.Image) {
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sd := image.Rect(v.X, v.Y, v.X+VScrollBarWidth, v.Y+v.Height)
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drawNinePatches(dst, sd, imageSrcRects[imageTypeVScollBarBack])
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drawNinePatches(dst, sd, imageSrcRects[imageTypeVScrollBarBack])
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if v.thumbRate < 1 {
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drawNinePatches(dst, v.thumbRect(), imageSrcRects[imageTypeVScollBarFront])
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drawNinePatches(dst, v.thumbRect(), imageSrcRects[imageTypeVScrollBarFront])
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}
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}
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@ -623,7 +623,7 @@ func BenchmarkDrawImage(b *testing.B) {
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}
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}
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func TestImageLinearGradiation(t *testing.T) {
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func TestImageLinearGraduation(t *testing.T) {
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img0 := ebiten.NewImage(2, 2)
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img0.ReplacePixels([]byte{
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0xff, 0x00, 0x00, 0xff,
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@ -164,7 +164,7 @@ func (g *nativeGamepadImpl) hatState(hat int) int {
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}
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func (g *nativeGamepadImpl) vibrate(duration time.Duration, strongMagnitude float64, weakMagnitude float64) {
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// vibrationActuator is avaialble on Chrome.
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// vibrationActuator is available on Chrome.
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if va := g.value.Get("vibrationActuator"); va.Truthy() {
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if !va.Get("playEffect").Truthy() {
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return
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@ -107,7 +107,7 @@ func (q *commandQueue) appendIndices(indices []uint16, offset uint16) {
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q.nindices += len(indices)
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}
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// mustUseDifferentVertexBuffer reports whether a differnt vertex buffer must be used.
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// mustUseDifferentVertexBuffer reports whether a different vertex buffer must be used.
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func mustUseDifferentVertexBuffer(nextNumVertexFloats, nextNumIndices int) bool {
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return nextNumVertexFloats > graphics.IndicesCount*graphics.VertexFloatCount || nextNumIndices > graphics.IndicesCount
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}
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@ -33,7 +33,7 @@ import (
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const frameCount = 2
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// NewGraphics creates an implementation of graphicsdriver.Graphcis for DirectX.
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// NewGraphics creates an implementation of graphicsdriver.Graphics for DirectX.
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// The returned graphics value is nil iff the error is not nil.
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func NewGraphics() (graphicsdriver.Graphics, error) {
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const is64bit = uint64(^uintptr(0)) == ^uint64(0)
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@ -974,7 +974,7 @@ func (g *Graphics) SetVertices(vertices []float32, indices []uint16) (ferr error
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g.vertices[g.frameIndex] = append(g.vertices[g.frameIndex], nil)
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}
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if g.vertices[g.frameIndex][vidx] == nil {
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// TODO: Use the default heap for efficienty. See the official example HelloTriangle.
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// TODO: Use the default heap for efficiently. See the official example HelloTriangle.
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vs, err := createBuffer(g.device, graphics.IndicesCount*graphics.VertexFloatCount*uint64(unsafe.Sizeof(float32(0))), _D3D12_HEAP_TYPE_UPLOAD)
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if err != nil {
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return err
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@ -351,7 +351,7 @@ func init() {
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creatingSystemDefaultDeviceSucceeded = ok
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}
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// NewGraphics creates an implementation of graphicsdriver.Graphcis for Metal.
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// NewGraphics creates an implementation of graphicsdriver.Graphics for Metal.
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// The returned graphics value is nil iff the error is not nil.
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func NewGraphics() (graphicsdriver.Graphics, error) {
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// On old mac devices like iMac 2011, Metal is not supported (#779).
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@ -2,4 +2,4 @@ This is a fork of `github.com/go-gl/gl/v2.1/gl` with the below patch. This is no
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The original version is generated from `github.com/hajimehoshi/glow`'s `nocgo` branch. This enables to remove dependencies on Cgo on Windows.
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Now we are working on commiting this 'no-cgo' change to the official gl package. See https://github.com/go-gl/glow/pull/102.
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Now we are working on committing this 'no-cgo' change to the official gl package. See https://github.com/go-gl/glow/pull/102.
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@ -23,7 +23,7 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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// NewGraphics creates an implementation of graphicsdriver.Graphcis for OpenGL.
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// NewGraphics creates an implementation of graphicsdriver.Graphics for OpenGL.
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// The returned graphics value is nil iff the error is not nil.
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func NewGraphics() (graphicsdriver.Graphics, error) {
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if microsoftgdk.IsXbox() {
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@ -487,7 +487,7 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr, markLocalVariable
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}
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if callee.Type != shaderir.FunctionExpr {
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cs.addError(e.Pos(), fmt.Sprintf("function callee must be a funciton name but %s", e.Fun))
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cs.addError(e.Pos(), fmt.Sprintf("function callee must be a function name but %s", e.Fun))
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return nil, nil, nil, false
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}
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@ -685,12 +685,12 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) (function, bool
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checkVaryings := func(vs []variable) {
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if len(cs.ir.Varyings) != len(vs) {
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cs.addError(d.Pos(), fmt.Sprintf("the number of vertex entry point's returning values and the number of framgent entry point's params must be the same"))
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cs.addError(d.Pos(), fmt.Sprintf("the number of vertex entry point's returning values and the number of fragment entry point's params must be the same"))
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return
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}
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for i, t := range cs.ir.Varyings {
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if t.Main != vs[i].typ.Main {
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cs.addError(d.Pos(), fmt.Sprintf("vertex entry point's returning value types and framgent entry point's param types must match"))
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cs.addError(d.Pos(), fmt.Sprintf("vertex entry point's returning value types and fragment entry point's param types must match"))
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}
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}
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}
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@ -1315,7 +1315,7 @@ func (u *userInterfaceImpl) setWindowSizeInDIPImpl(width, height int, fullscreen
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v := m.GetVideoMode()
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u.window.SetMonitor(m, 0, 0, v.Width, v.Height, v.RefreshRate)
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// Swapping buffer is necesary to prevent the image lag (#1004).
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// Swapping buffer is necessary to prevent the image lag (#1004).
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// TODO: This might not work when vsync is disabled.
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if u.graphicsDriver.IsGL() {
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glfw.PollEvents()
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@ -388,7 +388,7 @@ func (f faceWithLineHeight) Metrics() font.Metrics {
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return m
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}
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// Glyphs is infomation to render one glyph.
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// Glyphs is information to render one glyph.
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type Glyph struct {
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// Rune is a character for this glyph.
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Rune rune
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