Corrected spelling in header files.

This commit is contained in:
Philipp Wiesemann 2013-04-27 17:52:58 +02:00
parent 103fc07702
commit c0f29fb59a
4 changed files with 18 additions and 18 deletions

View file

@ -599,7 +599,7 @@ typedef int (SDLCALL * SDL_EventFilter) (void *userdata, SDL_Event * event);
* Sets up a filter to process all events before they change internal state and * Sets up a filter to process all events before they change internal state and
* are posted to the internal event queue. * are posted to the internal event queue.
* *
* The filter is protypted as: * The filter is prototyped as:
* \code * \code
* int SDL_EventFilter(void *userdata, SDL_Event * event); * int SDL_EventFilter(void *userdata, SDL_Event * event);
* \endcode * \endcode

View file

@ -102,7 +102,7 @@ typedef struct SDL_GameControllerButtonBind
* Buttons can be used as a controller axis and vice versa. * Buttons can be used as a controller axis and vice versa.
* *
* This string shows an example of a valid mapping for a controller * This string shows an example of a valid mapping for a controller
* "341a3608000000000000504944564944,Aferglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7", * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7",
* *
*/ */

View file

@ -489,13 +489,13 @@ typedef struct SDL_HapticConstant
* over time. The type determines the shape of the wave and the parameters * over time. The type determines the shape of the wave and the parameters
* determine the dimensions of the wave. * determine the dimensions of the wave.
* *
* Phase is given by hundredth of a cyle meaning that giving the phase a value * Phase is given by hundredth of a cycle meaning that giving the phase a value
* of 9000 will displace it 25% of it's period. Here are sample values: * of 9000 will displace it 25% of its period. Here are sample values:
* - 0: No phase displacement. * - 0: No phase displacement.
* - 9000: Displaced 25% of it's period. * - 9000: Displaced 25% of its period.
* - 18000: Displaced 50% of it's period. * - 18000: Displaced 50% of its period.
* - 27000: Displaced 75% of it's period. * - 27000: Displaced 75% of its period.
* - 36000: Displaced 100% of it's period, same as 0, but 0 is preffered. * - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
* *
* Examples: * Examples:
* \verbatim * \verbatim
@ -651,7 +651,7 @@ typedef struct SDL_HapticRamp
* \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect. * \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
* *
* A custom force feedback effect is much like a periodic effect, where the * A custom force feedback effect is much like a periodic effect, where the
* application can define it's exact shape. You will have to allocate the * application can define its exact shape. You will have to allocate the
* data yourself. Data should consist of channels * samples Uint16 samples. * data yourself. Data should consist of channels * samples Uint16 samples.
* *
* If channels is one, the effect is rotated using the defined direction. * If channels is one, the effect is rotated using the defined direction.
@ -781,7 +781,7 @@ extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
* This can be called before any joysticks are opened. * This can be called before any joysticks are opened.
* If no name can be found, this function returns NULL. * If no name can be found, this function returns NULL.
* *
* \param device_index Index of the device to get it's name. * \param device_index Index of the device to get its name.
* \return Name of the device or NULL on error. * \return Name of the device or NULL on error.
* *
* \sa SDL_NumHaptics * \sa SDL_NumHaptics
@ -794,7 +794,7 @@ extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
* The index passed as an argument refers to the N'th Haptic device on this * The index passed as an argument refers to the N'th Haptic device on this
* system. * system.
* *
* When opening a haptic device, it's gain will be set to maximum and * When opening a haptic device, its gain will be set to maximum and
* autocenter will be disabled. To modify these values use * autocenter will be disabled. To modify these values use
* SDL_HapticSetGain() and SDL_HapticSetAutocenter(). * SDL_HapticSetGain() and SDL_HapticSetAutocenter().
* *
@ -999,7 +999,7 @@ extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
SDL_HapticEffect * data); SDL_HapticEffect * data);
/** /**
* \brief Runs the haptic effect on it's associated haptic device. * \brief Runs the haptic effect on its associated haptic device.
* *
* If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over * If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over
* repeating the envelope (attack and fade) every time. If you only want the * repeating the envelope (attack and fade) every time. If you only want the
@ -1021,7 +1021,7 @@ extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
Uint32 iterations); Uint32 iterations);
/** /**
* \brief Stops the haptic effect on it's associated haptic device. * \brief Stops the haptic effect on its associated haptic device.
* *
* \param haptic Haptic device to stop the effect on. * \param haptic Haptic device to stop the effect on.
* \param effect Identifier of the effect to stop. * \param effect Identifier of the effect to stop.
@ -1053,7 +1053,7 @@ extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
* Device must support the ::SDL_HAPTIC_STATUS feature. * Device must support the ::SDL_HAPTIC_STATUS feature.
* *
* \param haptic Haptic device to query the effect status on. * \param haptic Haptic device to query the effect status on.
* \param effect Identifier of the effect to query it's status. * \param effect Identifier of the effect to query its status.
* \return 0 if it isn't playing, ::SDL_HAPTIC_PLAYING if it is playing * \return 0 if it isn't playing, ::SDL_HAPTIC_PLAYING if it is playing
* or -1 on error. * or -1 on error.
* *

View file

@ -404,7 +404,7 @@ extern DECLSPEC int SDLCALL SDL_FillRects
SDL_SRCALPHA not set: SDL_SRCALPHA not set:
copy RGB. copy RGB.
if SDL_SRCCOLORKEY set, only copy the pixels matching the if SDL_SRCCOLORKEY set, only copy the pixels matching the
RGB values of the source colour key, ignoring alpha in the RGB values of the source color key, ignoring alpha in the
comparison. comparison.
RGB->RGBA: RGB->RGBA:
@ -415,7 +415,7 @@ extern DECLSPEC int SDLCALL SDL_FillRects
copy RGB, set destination alpha to source per-surface alpha value. copy RGB, set destination alpha to source per-surface alpha value.
both: both:
if SDL_SRCCOLORKEY set, only copy the pixels matching the if SDL_SRCCOLORKEY set, only copy the pixels matching the
source colour key. source color key.
RGBA->RGBA: RGBA->RGBA:
SDL_SRCALPHA set: SDL_SRCALPHA set:
@ -425,7 +425,7 @@ extern DECLSPEC int SDLCALL SDL_FillRects
SDL_SRCALPHA not set: SDL_SRCALPHA not set:
copy all of RGBA to the destination. copy all of RGBA to the destination.
if SDL_SRCCOLORKEY set, only copy the pixels matching the if SDL_SRCCOLORKEY set, only copy the pixels matching the
RGB values of the source colour key, ignoring alpha in the RGB values of the source color key, ignoring alpha in the
comparison. comparison.
RGB->RGB: RGB->RGB:
@ -435,7 +435,7 @@ extern DECLSPEC int SDLCALL SDL_FillRects
copy RGB. copy RGB.
both: both:
if SDL_SRCCOLORKEY set, only copy the pixels matching the if SDL_SRCCOLORKEY set, only copy the pixels matching the
source colour key. source color key.
\endverbatim \endverbatim
* *
* You should call SDL_BlitSurface() unless you know exactly how SDL * You should call SDL_BlitSurface() unless you know exactly how SDL