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Merge pull request #34 from her001/patch-1
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Add missing paren + spelling fixes in "GUI Tutorial"
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akien-mga committed Feb 29, 2016
2 parents c81a1ad + 6456af3 commit 4e6b407
Showing 1 changed file with 4 additions and 4 deletions.
8 changes: 4 additions & 4 deletions tutorials/step_by_step/gui_tutorial.rst
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ Controls receive input events by means of the
callback. Only one control, the one in focus, will receive
keyboard/joypad events (see
:ref:`Control.set_focus_mode() <class_Control_set_focus_mode>`
and :ref:`Control.grab_focus() <class_Control_grab_focus>`.
and :ref:`Control.grab_focus() <class_Control_grab_focus>`.)

Mouse Motion events are received by the control directly below the mouse
pointer. When a control receives a mouse button pressed event, all
Expand Down Expand Up @@ -115,7 +115,7 @@ Add a script to that node, with the following code:
update()

Then run the scene. When the rectangle is clicked/taped, it will go from
blue to red. That synnergy between the events and drawing is pretty much
blue to red. That synergy between the events and drawing is pretty much
how most controls work internally.

.. image:: /img/ctrl_normal.png
Expand All @@ -129,15 +129,15 @@ As mentioned before, Godot includes dozens of controls ready for using
in a user interface. Such controls are divided in two categories. The
first is a small set of controls that work well for creating most game
user interfaces. The second (and most controls are of this type) are
meant for complex user interfaces and uniform skinning trough styles. A
meant for complex user interfaces and uniform skinning through styles. A
description is presented as follows to help understand which one should
be used in which case.

Simplified UI controls
~~~~~~~~~~~~~~~~~~~~~~

This set of controls is enough for most games, where complex
interactions or ways to present information are not necessary. The can
interactions or ways to present information are not necessary. They can
be skinned easily with regular textures.

- :ref:`Label <class_Label>`: Node used for showing text.
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