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[Docs] Spelling fixes an removing unknown param (#8201)
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* Fix several documentation typos related to Input

* Remove param documentation from GameWindow.OnTextInput for a param that does not appear to exist on the method

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Co-authored-by: Brett Woodard <woodard@gmail.com>
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Brett208 and Brett Woodard committed Feb 25, 2024
1 parent 7dc8aa0 commit 5e382b0
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Showing 3 changed files with 5 additions and 6 deletions.
1 change: 0 additions & 1 deletion MonoGame.Framework/GameWindow.cs
Original file line number Diff line number Diff line change
Expand Up @@ -234,7 +234,6 @@ protected void OnScreenDeviceNameChanged ()
/// <summary>
/// Called when the window receives text input. Raises the <see cref="TextInput"/> event.
/// </summary>
/// <param name="sender">The game window.</param>
/// <param name="e">Parameters to the <see cref="TextInput"/> event.</param>
internal void OnTextInput(TextInputEventArgs e)
{
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6 changes: 3 additions & 3 deletions MonoGame.Framework/Input/Touch/GestureType.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
namespace Microsoft.Xna.Framework.Input.Touch
{
/// <summary>
/// Enumuration of values that represent different gestures that can be processed by <see cref="TouchPanel.ReadGesture"/>.
/// Enumeration of values that represent different gestures that can be processed by <see cref="TouchPanel.ReadGesture"/>.
/// </summary>
[Flags]
public enum GestureType
Expand Down Expand Up @@ -37,7 +37,7 @@ public enum GestureType
/// <summary>
/// The user touched a single point for approximately one second.
/// </summary>
/// <remarks>As this is a single event, it will not be contionusly fired while the user is holding the touch-point.</remarks>
/// <remarks>As this is a single event, it will not be continuously fired while the user is holding the touch-point.</remarks>
Hold = 16,
/// <summary>
/// The user touched the screen and performed either left to right or right to left drag gesture.
Expand All @@ -56,7 +56,7 @@ public enum GestureType
/// <summary>
/// The user tapped the device twice which is always preceded by a Tap gesture.
/// </summary>
/// <remarks>If the time between two touchs are long enough, insted two seperate single Tap gestures will be generated.</remarks>
/// <remarks>If the time between two touches are long enough, instead two separate single Tap gestures will be generated.</remarks>
DoubleTap = 256,
/// <summary>
/// The user touched the screen and performed either top to bottom or bottom to top drag gesture.
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4 changes: 2 additions & 2 deletions MonoGame.Framework/Platform/WindowsUniversal/InputEvents.cs
Original file line number Diff line number Diff line change
Expand Up @@ -70,7 +70,7 @@ public InputEvents(CoreWindow window, UIElement inputElement, TouchQueue touchQu

if (inputElement is SwapChainPanel || inputElement is SwapChainBackgroundPanel)
{
// Create a thread to precess input events.
// Create a thread to process input events.
var workItemHandler = new WorkItemHandler((action) =>
{
var inputDevices = CoreInputDeviceTypes.Mouse | CoreInputDeviceTypes.Pen | CoreInputDeviceTypes.Touch;
Expand Down Expand Up @@ -281,7 +281,7 @@ internal static Keys KeyTranslate(Windows.System.VirtualKey inkey, CorePhysicalK
// we can detect right shift by checking the scancode value.
// left shift is 0x2A, right shift is 0x36. IsExtendedKey is always false.
return (keyStatus.ScanCode == 0x36) ? Keys.RightShift : Keys.LeftShift;
// Note that the Alt key is now refered to as Menu.
// Note that the Alt key is now referred to as Menu.
// ALT key doesn't get fired by KeyUp/KeyDown events.
// One solution could be to check CoreWindow.GetKeyState(...) on every tick.
case Windows.System.VirtualKey.Menu:
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