Cleanup: spelling, correct reference to 'Mesh.mcol'

This commit is contained in:
Campbell Barton 2020-05-29 12:58:07 +10:00
parent dbdb8a3355
commit d1f4adab24
10 changed files with 43 additions and 39 deletions

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@ -435,7 +435,7 @@ extern GHOST_TSuccess GHOST_SetCursorGrab(GHOST_WindowHandle windowhandle,
***************************************************************************************/
/**
* Returns the state of a modifier key (ouside the message queue).
* Returns the state of a modifier key (outside the message queue).
* \param systemhandle The handle to the system
* \param mask The modifier key state to retrieve.
* \param isDown Pointer to return modifier state in.
@ -446,7 +446,7 @@ extern GHOST_TSuccess GHOST_GetModifierKeyState(GHOST_SystemHandle systemhandle,
int *isDown);
/**
* Returns the state of a mouse button (ouside the message queue).
* Returns the state of a mouse button (outside the message queue).
* \param systemhandle The handle to the system
* \param mask The button state to retrieve.
* \param isDown Pointer to return button state in.

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@ -382,7 +382,7 @@ class GHOST_ISystem {
***************************************************************************************/
/**
* Returns the state of a modifier key (ouside the message queue).
* Returns the state of a modifier key (outside the message queue).
* \param mask The modifier key state to retrieve.
* \param isDown The state of a modifier key (true == pressed).
* \return Indication of success.
@ -390,7 +390,7 @@ class GHOST_ISystem {
virtual GHOST_TSuccess getModifierKeyState(GHOST_TModifierKeyMask mask, bool &isDown) const = 0;
/**
* Returns the state of a mouse button (ouside the message queue).
* Returns the state of a mouse button (outside the message queue).
* \param mask The button state to retrieve.
* \param isDown Button state.
* \return Indication of success.

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@ -219,7 +219,7 @@ class GHOST_System : public GHOST_ISystem {
***************************************************************************************/
/**
* Returns the state of a modifier key (ouside the message queue).
* Returns the state of a modifier key (outside the message queue).
* \param mask The modifier key state to retrieve.
* \param isDown The state of a modifier key (true == pressed).
* \return Indication of success.
@ -227,7 +227,7 @@ class GHOST_System : public GHOST_ISystem {
GHOST_TSuccess getModifierKeyState(GHOST_TModifierKeyMask mask, bool &isDown) const;
/**
* Returns the state of a mouse button (ouside the message queue).
* Returns the state of a mouse button (outside the message queue).
* \param mask The button state to retrieve.
* \param isDown Button state.
* \return Indication of success.
@ -247,8 +247,8 @@ class GHOST_System : public GHOST_ISystem {
***************************************************************************************/
/**
* Sets 3D mouse deadzone
* \param deadzone: Deadzone of the 3D mouse (both for rotation and pan) relative to full range
* Sets 3D mouse dead-zone
* \param deadzone: Dead-zone of the 3D mouse (both for rotation and pan) relative to full range.
*/
void setNDOFDeadZone(float deadzone);
#endif
@ -295,7 +295,7 @@ class GHOST_System : public GHOST_ISystem {
virtual GHOST_TSuccess getModifierKeys(GHOST_ModifierKeys &keys) const = 0;
/**
* Returns the state of the mouse buttons (ouside the message queue).
* Returns the state of the mouse buttons (outside the message queue).
* \param buttons The state of the buttons.
* \return Indication of success.
*/

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@ -198,7 +198,7 @@ class GHOST_SystemCocoa : public GHOST_System {
GHOST_TSuccess getModifierKeys(GHOST_ModifierKeys &keys) const;
/**
* Returns the state of the mouse buttons (ouside the message queue).
* Returns the state of the mouse buttons (outside the message queue).
* \param buttons The state of the buttons.
* \return Indication of success.
*/

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@ -212,7 +212,7 @@ class GHOST_SystemWin32 : public GHOST_System {
GHOST_TSuccess getModifierKeys(GHOST_ModifierKeys &keys) const;
/**
* Returns the state of the mouse buttons (ouside the message queue).
* Returns the state of the mouse buttons (outside the message queue).
* \param buttons The state of the buttons.
* \return Indication of success.
*/

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@ -182,7 +182,7 @@ class GHOST_SystemX11 : public GHOST_System {
GHOST_TSuccess getModifierKeys(GHOST_ModifierKeys &keys) const;
/**
* Returns the state of the mouse buttons (ouside the message queue).
* Returns the state of the mouse buttons (outside the message queue).
* \param buttons The state of the buttons.
* \return Indication of success.
*/
@ -211,7 +211,7 @@ class GHOST_SystemX11 : public GHOST_System {
}
#endif
/* Helped function for get data from the clipboard. */
/** Helped function for get data from the clipboard. */
void getClipboard_xcout(const XEvent *evt,
Atom sel,
Atom target,
@ -337,7 +337,7 @@ class GHOST_SystemX11 : public GHOST_System {
private:
Display *m_display;
/* Use for scancode lookups. */
/** Use for scan-code look-ups. */
XkbDescRec *m_xkb_descr;
#if defined(WITH_X11_XINPUT) && defined(X_HAVE_UTF8_STRING)
@ -349,20 +349,22 @@ class GHOST_SystemX11 : public GHOST_System {
std::vector<GHOST_TabletX11> m_xtablets;
#endif
/// The vector of windows that need to be updated.
/** The vector of windows that need to be updated. */
std::vector<GHOST_WindowX11 *> m_dirty_windows;
/// Start time at initialization.
/** Start time at initialization. */
GHOST_TUns64 m_start_time;
/// A vector of keyboard key masks
/** A vector of keyboard key masks. */
char m_keyboard_vector[32];
/* to prevent multiple warp, we store the time of the last warp event
* and stop accumulating all events generated before that */
/**
* To prevent multiple warp, we store the time of the last warp event
* and stop accumulating all events generated before that.
*/
Time m_last_warp;
/* detect autorepeat glitch */
/* Detect auto-repeat glitch. */
unsigned int m_last_release_keycode;
Time m_last_release_time;

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@ -234,17 +234,17 @@ typedef struct PanelType {
/** Reorder function, called when drag and drop finishes. */
void (*reorder)(struct bContext *C, struct Panel *pa, int new_index);
/**
* Get the panel and subpanel's expansion state from the expansion flag in the corresponding data
* item. Called on draw updates.
* \note Subpanels are indexed in depth first order, the visualorder you would see if all panels
* were expanded.
* Get the panel and sub-panel's expansion state from the expansion flag in the corresponding
* data item. Called on draw updates.
* \note Sub-panels are indexed in depth first order,
* the visual order you would see if all panels were expanded.
*/
short (*get_list_data_expand_flag)(const struct bContext *C, struct Panel *pa);
/**
* Set the expansion bitfield from the closed / open state of this panel and its subpanels.
* Set the expansion bit-field from the closed / open state of this panel and its sub-panels.
* Called when the expansion state of the panel changes with user input.
* \note Subpanels are indexed in depth first order, the visual order you would see if all panels
* were expanded.
* \note Sub-panels are indexed in depth first order,
* the visual order you would see if all panels were expanded.
*/
void (*set_list_data_expand_flag)(const struct bContext *C, struct Panel *pa, short expand_flag);

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@ -2072,7 +2072,7 @@ void ED_object_single_users(Main *bmain,
/* Duplicating obdata and other IDs may require another update of the collections and objects
* pointers, especially regarding drivers and custom props, see T66641.
* Note that this whole scene duplication code and 'make single user' functions have te be
* Note that this whole scene duplication code and 'make single user' functions have to be
* rewritten at some point to make use of proper modern ID management code,
* but that is no small task.
* For now we are doomed to that kind of band-aid to try to cover most of remapping cases. */

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@ -2694,19 +2694,19 @@ void PAINT_OT_vertex_paint_toggle(wmOperatorType *ot)
/* Implementation notes:
*
* Operator->invoke()
* - validate context (add mcol)
* - create customdata storage
* - call paint once (mouse click)
* - add modal handler
* - Validate context (add #Mesh.mloopcol).
* - Create custom-data storage.
* - Call paint once (mouse click).
* - Add modal handler.
*
* Operator->modal()
* - for every mousemove, apply vertex paint
* - exit on mouse release, free customdata
* - For every mouse-move, apply vertex paint.
* - Exit on mouse release, free custom-data.
* (return OPERATOR_FINISHED also removes handler and operator)
*
* For future:
* - implement a stroke event (or mousemove with past positions)
* - revise whether op->customdata should be added in object, in set_vpaint
* - implement a stroke event (or mouse-move with past positions).
* - revise whether op->customdata should be added in object, in set_vpaint.
*/
struct VPaintData {
@ -2718,8 +2718,10 @@ struct VPaintData {
struct VertProjHandle *vp_handle;
struct CoNo *vertexcosnos;
/* modify 'me->mcol' directly, since the derived mesh is drawing from this
* array, otherwise we need to refresh the modifier stack */
/**
* Modify #Mesh.mloopcol directly, since the derived mesh is drawing from this
* array, otherwise we need to refresh the modifier stack.
*/
bool use_fast_update;
/* loops tagged as having been painted, to apply shared vertex color

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@ -418,7 +418,7 @@ void fsmenu_insert_entry(struct FSMenu *fsmenu,
else {
/* if we're bookmarking this, file should come
* before the last separator, only automatically added
* current dir go after the last sep. */
* current dir go after the last separator. */
if (flag & FS_INSERT_SAVE) {
break;
}