Corrected spelling in header files.
authorPhilipp Wiesemann <philipp.wiesemann@arcor.de>
Sat, 27 Apr 2013 17:52:58 +0200
changeset 7125 082c0c53ac16
parent 7124 45e40ae31722
child 7126 6fce42265686
Corrected spelling in header files.
include/SDL_events.h
include/SDL_gamecontroller.h
include/SDL_haptic.h
include/SDL_surface.h
--- a/include/SDL_events.h	Sat Apr 27 17:23:20 2013 +0200
+++ b/include/SDL_events.h	Sat Apr 27 17:52:58 2013 +0200
@@ -599,7 +599,7 @@
  *  Sets up a filter to process all events before they change internal state and
  *  are posted to the internal event queue.
  *  
- *  The filter is protypted as:
+ *  The filter is prototyped as:
  *  \code
  *      int SDL_EventFilter(void *userdata, SDL_Event * event);
  *  \endcode
--- a/include/SDL_gamecontroller.h	Sat Apr 27 17:23:20 2013 +0200
+++ b/include/SDL_gamecontroller.h	Sat Apr 27 17:52:58 2013 +0200
@@ -102,7 +102,7 @@
  *  Buttons can be used as a controller axis and vice versa.
  *
  *  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",
  *
  */
 
--- a/include/SDL_haptic.h	Sat Apr 27 17:23:20 2013 +0200
+++ b/include/SDL_haptic.h	Sat Apr 27 17:52:58 2013 +0200
@@ -489,13 +489,13 @@
  *  over time.  The type determines the shape of the wave and the parameters
  *  determine the dimensions of the wave.
  *  
- *  Phase is given by hundredth of a cyle meaning that giving the phase a value
- *  of 9000 will displace it 25% of it's period.  Here are sample values:
+ *  Phase is given by hundredth of a cycle meaning that giving the phase a value
+ *  of 9000 will displace it 25% of its period.  Here are sample values:
  *   -     0: No phase displacement.
- *   -  9000: Displaced 25% of it's period.
- *   - 18000: Displaced 50% of it's period.
- *   - 27000: Displaced 75% of it's period.
- *   - 36000: Displaced 100% of it's period, same as 0, but 0 is preffered.
+ *   -  9000: Displaced 25% of its period.
+ *   - 18000: Displaced 50% of its period.
+ *   - 27000: Displaced 75% of its period.
+ *   - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
  *
  *  Examples:
  *  \verbatim
@@ -651,7 +651,7 @@
  *  \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
- *  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.
  *  
  *  If channels is one, the effect is rotated using the defined direction.
@@ -781,7 +781,7 @@
  *  This can be called before any joysticks are opened.
  *  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.
  *
  *  \sa SDL_NumHaptics
@@ -794,7 +794,7 @@
  *  The index passed as an argument refers to the N'th Haptic device on this 
  *  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
  *  SDL_HapticSetGain() and SDL_HapticSetAutocenter().
  *
@@ -999,7 +999,7 @@
                                                    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
  *  repeating the envelope (attack and fade) every time.  If you only want the
@@ -1021,7 +1021,7 @@
                                                 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 effect Identifier of the effect to stop.
@@ -1053,7 +1053,7 @@
  *  Device must support the ::SDL_HAPTIC_STATUS feature.
  *  
  *  \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
  *          or -1 on error.
  *  
--- a/include/SDL_surface.h	Sat Apr 27 17:23:20 2013 +0200
+++ b/include/SDL_surface.h	Sat Apr 27 17:52:58 2013 +0200
@@ -404,7 +404,7 @@
       SDL_SRCALPHA not set:
         copy RGB.
         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.
    
     RGB->RGBA:
@@ -415,7 +415,7 @@
         copy RGB, set destination alpha to source per-surface alpha value.
       both:
         if SDL_SRCCOLORKEY set, only copy the pixels matching the
-        source colour key.
+        source color key.
    
     RGBA->RGBA:
       SDL_SRCALPHA set:
@@ -425,7 +425,7 @@
       SDL_SRCALPHA not set:
         copy all of RGBA to the destination.
         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.
    
     RGB->RGB: 
@@ -435,7 +435,7 @@
         copy RGB.
       both:
         if SDL_SRCCOLORKEY set, only copy the pixels matching the
-        source colour key.
+        source color key.
     \endverbatim
  *  
  *  You should call SDL_BlitSurface() unless you know exactly how SDL