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fix typos #64

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4 changes: 2 additions & 2 deletions agdk/adpf/app/src/main/cpp/demo_scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -70,7 +70,7 @@ void DemoScene::OnScreenResized(int width, int height) {}
//--------------------------------------------------------------------------------
// Process each frame's status updates.
// - Initiate the OpenGL rendering.
// - Monitor the device's thermal staus using ADPF API.
// - Monitor the device's thermal status using ADPF API.
// - Update physics using BulletPhysics.
// - Render cubes.
// - Render UI using ImGUI (Show device's thermal status).
Expand Down Expand Up @@ -440,7 +440,7 @@ void DemoScene::InitializePhysics() {
}

//--------------------------------------------------------------------------------
// Update phycis world and render boxes.
// Update physics world and render boxes.
//--------------------------------------------------------------------------------
void DemoScene::UpdatePhysics() {
// In the sample, it's looping physics update here.
Expand Down
2 changes: 1 addition & 1 deletion agdk/adpf/app/src/main/cpp/native_engine.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -74,7 +74,7 @@ NativeEngine::NativeEngine(struct android_app *app) {
MY_ASSERT(_singleton == NULL);
_singleton = this;

// Initialize Swappy to adjuest swap timing properly.
// Initialize Swappy to adjust swap timing properly.
ALOGI("Calling SwappyGL_init");
SwappyGL_init(GetJniEnv(), mApp->activity->javaGameActivity);
SwappyGL_setSwapIntervalNS(SWAPPY_SWAP_60FPS);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@
extern "C" int get_id(void);

// example of using the functions implemented in static lib and inside this shared lib.
std::string get_platfom_info(void) {
std::string get_platform_info(void) {

std::string str("Platform ID = ");
str += std::to_string(get_id()) + ", Magic Number = "
Expand Down
2 changes: 1 addition & 1 deletion agdk/agde/Teapot/GameApplication/GameApplication.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -571,7 +571,7 @@ int main(int argc, char **argv) {
} else {
// Otherwise, choose the first device.
if (!InitializeWithFirstDevice(argv[0])) {
// Well that didn't work. Try default init afterall.
// Well that didn't work. Try default init after all.
glutInit(&argc, argv);
}
}
Expand Down
4 changes: 2 additions & 2 deletions agdk/agde/Teapot/GameEngine/GLContext.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -214,7 +214,7 @@ namespace ndk_helper {
return EGL_SUCCESS;
}

int32_t original_widhth = screen_width_;
int32_t original_width = screen_width_;
int32_t original_height = screen_height_;

// Create surface
Expand All @@ -223,7 +223,7 @@ namespace ndk_helper {
eglQuerySurface(display_, surface_, EGL_WIDTH, &screen_width_);
eglQuerySurface(display_, surface_, EGL_HEIGHT, &screen_height_);

if (screen_width_ != original_widhth || screen_height_ != original_height) {
if (screen_width_ != original_width || screen_height_ != original_height) {
// Screen resized
LOGI("Screen resized");
}
Expand Down
12 changes: 6 additions & 6 deletions agdk/agde/Teapot/GameEngine/JNIHelper.h
Original file line number Diff line number Diff line change
Expand Up @@ -72,9 +72,9 @@ namespace ndk_helper {
}

/*
* Read a file from a strorage.
* Read a file from a storage.
* First, the method tries to read the file from an external storage.
* If it fails to read, it falls back to use assset manager and try to read
* If it fails to read, it falls back to use asset manager and try to read
* the file from APK asset.
*
* arguments:
Expand Down Expand Up @@ -165,7 +165,7 @@ namespace ndk_helper {
/*
* Retrieve external file directory through JNI call
*
* return: std::string containing external file diretory
* return: std::string containing external file directory
*/
std::string GetExternalFilesDir() { return ""; }

Expand Down Expand Up @@ -315,9 +315,9 @@ namespace ndk_helper {
static JNIHelper* GetInstance();

/*
* Read a file from a strorage.
* Read a file from a storage.
* First, the method tries to read the file from an external storage.
* If it fails to read, it falls back to use assset manager and try to read
* If it fails to read, it falls back to use asset manager and try to read
* the file from APK asset.
*
* arguments:
Expand Down Expand Up @@ -403,7 +403,7 @@ namespace ndk_helper {
/*
* Retrieve external file directory through JNI call
*
* return: std::string containing external file diretory
* return: std::string containing external file directory
*/
std::string GetExternalFilesDir();

Expand Down
26 changes: 13 additions & 13 deletions agdk/agde/Teapot/GameEngine/TapCamera.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ namespace ndk_helper {
camera_rotation_start_(0.f),
camera_rotation_now_(0.f),
momentum_(false),
momemtum_steps_(0.f),
momentum_steps_(0.f),
flip_z_(0.f) {
// Init offset
InitParameters();
Expand Down Expand Up @@ -87,7 +87,7 @@ namespace ndk_helper {

void TapCamera::Update() {
if (momentum_) {
float momenttum_steps = momemtum_steps_;
float momentum_steps = momentum_steps_;

// Momentum rotation
Vec2 v = vec_drag_delta_;
Expand All @@ -105,8 +105,8 @@ namespace ndk_helper {
vec_offset_delta_ = vec_offset_delta_ * MOMENTUM_FACTOR_DECREASE_SHIFT;

// Count steps
momemtum_steps_ = momenttum_steps * MOMENTUM_FACTOR_DECREASE;
if (momemtum_steps_ < MOMENTUM_FACTOR_THRESHOLD) {
momentum_steps_ = momentum_steps * MOMENTUM_FACTOR_DECREASE;
if (momentum_steps_ < MOMENTUM_FACTOR_THRESHOLD) {
momentum_ = false;
}
} else {
Expand All @@ -125,10 +125,10 @@ namespace ndk_helper {

void TapCamera::Update(const double time) {
if (momentum_) {
const float MOMENTAM_UNIT = 0.0166f;
const float MOMENTUM_UNIT = 0.0166f;
// Activate every 16.6msec
if (time - time_stamp_ >= MOMENTAM_UNIT) {
float momenttum_steps = momemtum_steps_;
if (time - time_stamp_ >= MOMENTUM_UNIT) {
float momentum_steps = momentum_steps_;

// Momentum rotation
Vec2 v = vec_drag_delta_;
Expand All @@ -146,8 +146,8 @@ namespace ndk_helper {
vec_offset_delta_ = vec_offset_delta_ * MOMENTUM_FACTOR_DECREASE_SHIFT;

// Count steps
momemtum_steps_ = momenttum_steps * MOMENTUM_FACTOR_DECREASE;
if (momemtum_steps_ < MOMENTUM_FACTOR_THRESHOLD) {
momentum_steps_ = momentum_steps * MOMENTUM_FACTOR_DECREASE;
if (momentum_steps_ < MOMENTUM_FACTOR_THRESHOLD) {
momentum_ = false;
}
time_stamp_ = time;
Expand Down Expand Up @@ -201,7 +201,7 @@ namespace ndk_helper {

dragging_ = false;
momentum_ = true;
momemtum_steps_ = 1.0f;
momentum_steps_ = 1.0f;
}

void TapCamera::Drag(const Vec2 &v) {
Expand All @@ -215,7 +215,7 @@ namespace ndk_helper {
}

//----------------------------------------------------------
// Pinch controll
// Pinch control
//----------------------------------------------------------
void TapCamera::BeginPinch(const Vec2 &v1, const Vec2 &v2) {
if (dragging_) EndDrag();
Expand Down Expand Up @@ -245,7 +245,7 @@ namespace ndk_helper {
void TapCamera::EndPinch() {
pinching_ = false;
momentum_ = true;
momemtum_steps_ = 1.f;
momentum_steps_ = 1.f;
vec_offset_ += vec_offset_now_;
camera_rotation_ += camera_rotation_now_;
vec_offset_now_ = Vec3();
Expand Down Expand Up @@ -292,7 +292,7 @@ namespace ndk_helper {
}

//----------------------------------------------------------
// Trackball controll
// Trackball control
//----------------------------------------------------------
void TapCamera::BallUpdate() {
if (dragging_) {
Expand Down
2 changes: 1 addition & 1 deletion agdk/agde/Teapot/GameEngine/TapCamera.h
Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@ namespace ndk_helper {
Vec2 vec_last_input_;
Vec3 vec_offset_last_;
Vec3 vec_offset_delta_;
float momemtum_steps_;
float momentum_steps_;

Vec2 vec_flip_;
float flip_z_;
Expand Down
4 changes: 2 additions & 2 deletions agdk/agde/Teapot/GameEngine/TeapotRenderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -210,7 +210,7 @@ bool TeapotRenderer::LoadShaders(SHADER_PARAMS *params, const char *strVsh,
glDeleteProgram(program);
return false;
} else {
LOGI("SUCESS: %s\n", strVsh);
LOGI("SUCCESS: %s\n", strVsh);
}

// Create and compile fragment shader
Expand All @@ -220,7 +220,7 @@ bool TeapotRenderer::LoadShaders(SHADER_PARAMS *params, const char *strVsh,
glDeleteProgram(program);
return false;
} else {
LOGI("SUCESS: %s\n", strFsh);
LOGI("SUCCESS: %s\n", strFsh);
}

// Attach vertex shader to program
Expand Down
2 changes: 1 addition & 1 deletion agdk/agde/Teapot/GameEngine/VecMath.h
Original file line number Diff line number Diff line change
Expand Up @@ -909,7 +909,7 @@ namespace ndk_helper {
return *this;
}

// Non destuctive version
// Non destructive version
Quaternion Conjugated() {
Quaternion ret;
ret.x_ = -x_;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -67,12 +67,12 @@
#define PLAYER_MAX_Z TUNNEL_HALF_H - 1.0f
#define PLAYER_MIN_Z -(PLAYER_MAX_Z)

// touch control sensivity (ship displacement caused by dragging the screen by a length
// touch control sensitivity (ship displacement caused by dragging the screen by a length
// equivalent to its height).
#define TOUCH_CONTROL_SENSIVITY (TUNNEL_HALF_W * 5)
#define TOUCH_CONTROL_SENSITIVITY (TUNNEL_HALF_W * 5)

// joystick control sensivity (maximum velocity attained per axis)
#define JOYSTICK_CONTROL_SENSIVITY 20.0f
// joystick control sensitivity (maximum velocity attained per axis)
#define JOYSTICK_CONTROL_SENSITIVITY 20.0f

// how many points equal a raise in difficulty level?
#define SCORE_PER_LEVEL 500
Expand Down Expand Up @@ -131,7 +131,7 @@
// the speed after colliding with an obstacle
#define PLAYER_SPEED_AFTER_COLLISION -20.0f

// how far beind the obstacle the player is placed upon collision
// how far behind the obstacle the player is placed upon collision
#define PLAYER_RECEDE_AFTER_COLLISION 2.0f

// how long the heart meter blinks for when you've just lost a life
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -523,7 +523,7 @@ void PlayScene::GenObstacles() {
void PlayScene::ShiftIfNeeded() {
// is it time to discard a section and shift forward?
while (mPlayerPos.y > GetSectionEndY(mFirstSection) + SHIFT_THRESH) {
// shift to the next turnnel section
// shift to the next tunnel section
mFirstSection++;

// discard obstacle corresponding to the deleted section
Expand Down Expand Up @@ -578,8 +578,8 @@ void PlayScene::OnPointerMove(int pointerId, const struct PointerCoords *coords)
UpdateMenuSelFromTouch(x, y);
}
else if (mSteering == STEERING_TOUCH && pointerId == mPointerId) {
float deltaX = (x - mPointerAnchorX) * TOUCH_CONTROL_SENSIVITY / rangeY;
float deltaY = -(y - mPointerAnchorY) * TOUCH_CONTROL_SENSIVITY / rangeY;
float deltaX = (x - mPointerAnchorX) * TOUCH_CONTROL_SENSITIVITY / rangeY;
float deltaY = -(y - mPointerAnchorY) * TOUCH_CONTROL_SENSITIVITY / rangeY;
float rotatedDx = cos(mRollAngle) * deltaX - sin(mRollAngle) * deltaY;
float rotatedDy = sin(mRollAngle) * deltaX + cos(mRollAngle) * deltaY;

Expand Down Expand Up @@ -767,8 +767,8 @@ bool PlayScene::OnBackKeyPressed() {

void PlayScene::OnJoy(float joyX, float joyY) {
if (!mSteering || mSteering == STEERING_JOY) {
float deltaX = joyX * JOYSTICK_CONTROL_SENSIVITY;
float deltaY = joyY * JOYSTICK_CONTROL_SENSIVITY;
float deltaX = joyX * JOYSTICK_CONTROL_SENSITIVITY;
float deltaY = joyY * JOYSTICK_CONTROL_SENSITIVITY;
float rotatedDx = cos(-mRollAngle) * deltaX - sin(-mRollAngle) * deltaY;
float rotatedDy = sin(-mRollAngle) * deltaX + cos(-mRollAngle) * deltaY;
mShipSteerX = rotatedDx;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -79,7 +79,7 @@ SfxMan::SfxMan() {

// realize the output mix
result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
if (_checkError(result, "realizin goutput mix")) return;
if (_checkError(result, "realizing goutput mix")) return;

// get the environmental reverb interface
// this could fail if the environmental reverb effect is not available,
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -67,12 +67,12 @@
#define PLAYER_MAX_Z TUNNEL_HALF_H - 1.0f
#define PLAYER_MIN_Z -(PLAYER_MAX_Z)

// touch control sensivity (ship displacement caused by dragging the screen by a length
// touch control sensitivity (ship displacement caused by dragging the screen by a length
// equivalent to its height).
#define TOUCH_CONTROL_SENSIVITY (TUNNEL_HALF_W * 5)
#define TOUCH_CONTROL_SENSITIVITY (TUNNEL_HALF_W * 5)

// joystick control sensivity (maximum velocity attained per axis)
#define JOYSTICK_CONTROL_SENSIVITY 20.0f
// joystick control sensitivity (maximum velocity attained per axis)
#define JOYSTICK_CONTROL_SENSITIVITY 20.0f

// how many points equal a raise in difficulty level?
#define SCORE_PER_LEVEL 500
Expand Down Expand Up @@ -131,7 +131,7 @@
// the speed after colliding with an obstacle
#define PLAYER_SPEED_AFTER_COLLISION -20.0f

// how far beind the obstacle the player is placed upon collision
// how far behind the obstacle the player is placed upon collision
#define PLAYER_RECEDE_AFTER_COLLISION 2.0f

// how long the heart meter blinks for when you've just lost a life
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -333,7 +333,7 @@ bool NativeEngine::InitContext() {
return false;
}

LOGD("NativeEngine: successfull initialized context.");
LOGD("NativeEngine: successful initialized context.");

return true;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -523,7 +523,7 @@ void PlayScene::GenObstacles() {
void PlayScene::ShiftIfNeeded() {
// is it time to discard a section and shift forward?
while (mPlayerPos.y > GetSectionEndY(mFirstSection) + SHIFT_THRESH) {
// shift to the next turnnel section
// shift to the next tunnel section
mFirstSection++;

// discard obstacle corresponding to the deleted section
Expand Down Expand Up @@ -578,8 +578,8 @@ void PlayScene::OnPointerMove(int pointerId, const struct PointerCoords *coords)
UpdateMenuSelFromTouch(x, y);
}
else if (mSteering == STEERING_TOUCH && pointerId == mPointerId) {
float deltaX = (x - mPointerAnchorX) * TOUCH_CONTROL_SENSIVITY / rangeY;
float deltaY = -(y - mPointerAnchorY) * TOUCH_CONTROL_SENSIVITY / rangeY;
float deltaX = (x - mPointerAnchorX) * TOUCH_CONTROL_SENSITIVITY / rangeY;
float deltaY = -(y - mPointerAnchorY) * TOUCH_CONTROL_SENSITIVITY / rangeY;
float rotatedDx = cos(mRollAngle) * deltaX - sin(mRollAngle) * deltaY;
float rotatedDy = sin(mRollAngle) * deltaX + cos(mRollAngle) * deltaY;

Expand Down Expand Up @@ -767,8 +767,8 @@ bool PlayScene::OnBackKeyPressed() {

void PlayScene::OnJoy(float joyX, float joyY) {
if (!mSteering || mSteering == STEERING_JOY) {
float deltaX = joyX * JOYSTICK_CONTROL_SENSIVITY;
float deltaY = joyY * JOYSTICK_CONTROL_SENSIVITY;
float deltaX = joyX * JOYSTICK_CONTROL_SENSITIVITY;
float deltaY = joyY * JOYSTICK_CONTROL_SENSITIVITY;
float rotatedDx = cos(-mRollAngle) * deltaX - sin(-mRollAngle) * deltaY;
float rotatedDy = sin(-mRollAngle) * deltaX + cos(-mRollAngle) * deltaY;
mShipSteerX = rotatedDx;
Expand Down
2 changes: 1 addition & 1 deletion agdk/agdktunnel/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -78,7 +78,7 @@ You can ignore subdirectories for OSes you aren't using.

##### Note for macOS developers

Precompiled versions of the `protoc` compiler arenot codesigned or notarized.
Precompiled versions of the `protoc` compiler are not codesigned or notarized.
You may need to allow execution of the relevant
files using the **System Preferences -> Security & Privacy** control panel, adjust your
Gatekeeper settings or compile your own protoc.
Expand Down
2 changes: 1 addition & 1 deletion agdk/agdktunnel/app/src/main/cpp/anim.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@

#include "shape_renderer.hpp"

/* Renders a the background animation seen on the main screen and menus (the parallax
/* Renders the background animation seen on the main screen and menus (the parallax
* rectangles scrolling by). */
void RenderBackgroundAnimation(ShapeRenderer *r);

Expand Down
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