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Bunch of comment typo fixes
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Vultraz committed Aug 26, 2017
1 parent 89625f1 commit 8afc90d
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Showing 5 changed files with 12 additions and 12 deletions.
8 changes: 4 additions & 4 deletions src/gui/widgets/scrollbar_container.hpp
Expand Up @@ -99,7 +99,7 @@ class scrollbar_container : public container_base
/**
* See @ref widget::can_wrap.
*
* @note This function is called before the object is finalised.
* @note This function is called before the object is finalized.
*/
virtual bool can_wrap() const override;

Expand Down Expand Up @@ -162,7 +162,7 @@ class scrollbar_container : public container_base
{
return content_grid_;
}

const grid* content_grid() const
{
return content_grid_;
Expand Down Expand Up @@ -316,11 +316,11 @@ class scrollbar_container : public container_base
* * positive values increase height.
* @param width_modification_pos
* The position where the additional content was
* inserted/removed, defaults to -1 whcih means
* inserted/removed, defaults to -1 which means
* 'at end'
* @param height_modification_pos
* The position where the additional content was
* inserted/removed, defaults to -1 whcih means
* inserted/removed, defaults to -1 which means
* 'at end'
*
* @returns True is wanted modification is accepted false
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2 changes: 1 addition & 1 deletion src/gui/widgets/window.cpp
Expand Up @@ -623,7 +623,7 @@ int window::show(const bool restore, const unsigned auto_close_timeout)

if(!mouse_button_state_initialized) {
/*
* The state must be initialize when showing the dialogue.
* The state must be initialize when showing the dialog.
* However when initialized before this point there were random
* errors. This only happened when the 'click' was done fast; a
* slower click worked properly.
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10 changes: 5 additions & 5 deletions src/gui/widgets/window.hpp
Expand Up @@ -644,7 +644,7 @@ class window : public panel, public cursor::setter
void layout_linked_widgets();

/**
* Handles a mouse click event for dismissing the dialogue.
* Handles a mouse click event for dismissing the dialog.
*
* @param mouse_button_mask The SDL_BUTTON mask for the button used to
* dismiss the click. If the caller is from the
Expand All @@ -658,16 +658,16 @@ class window : public panel, public cursor::setter
/**
* The state of the mouse button.
*
* When click dismissing a dialogue in the past the DOWN event was used.
* When click dismissing a dialog in the past the DOWN event was used.
* This lead to a bug [1]. The obvious change was to switch to the UP
* event, this lead to another bug; the dialogue was directly dismissed.
* event, this lead to another bug; the dialog was directly dismissed.
* Since the game map code uses the UP and DOWN event to select a unit
* there is no simple solution.
*
* Upon entry this value stores the mouse button state at entry. When a
* button is DOWN and goes UP that button does \em not trigger a dismissal
* of the dialogue, instead that button's down state is removed from this
* variable. Therefore the next UP event does dismiss the dialogue.
* of the dialog, instead that button's down state is removed from this
* variable. Therefore the next UP event does dismiss the dialog.
*
* [1] https://gna.org/bugs/index.php?18970
*/
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2 changes: 1 addition & 1 deletion src/scripting/lua_cpp_function.hpp
Expand Up @@ -69,7 +69,7 @@
* manager object etc. etc.
*
* Circa 2012, the solution was to implement every callback function in the wesnoth
* table simply as a C function, whcih grabs whatever engine features it needs from
* table simply as a C function, which grabs whatever engine features it needs from
* a collection of pointers with external linkage in resources.hpp. The pointers
* must be reset by the play controller object whenver it is created or destroyed...
* or reset (replay controller), and always in a particular order because eventually
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2 changes: 1 addition & 1 deletion src/sdl/window.hpp
Expand Up @@ -33,7 +33,7 @@ namespace sdl
* The wrapper class for the @ref SDL_Window class.
*
* At the moment of writing it is not certain yet how many windows will be
* created. At least one as main window, but maybe the GUI dialogues will have
* created. At least one as main window, but maybe the GUI dialogs will have
* their own window. Once that is known it might be a good idea to evaluate
* whether the class should become a singleton or not.
*
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