Fix spelling in app and main
parent
53053b901f
commit
6e0207ca5e
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@ -593,7 +593,7 @@ bool CApplication::Create()
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h = atoi(hs.c_str());
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}
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// Why not just set m_deviceConfig.size to w,h? Because this way if the resolution is no longer supported (e.g. changimg monitor) defaults will be used instead
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// Why not just set m_deviceConfig.size to w,h? Because this way if the resolution is no longer supported (e.g. changing monitor) defaults will be used instead
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for (auto it = modes.begin(); it != modes.end(); ++it)
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{
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if (it->x == w && it->y == h)
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@ -1866,7 +1866,7 @@ void CApplication::SetLanguage(Language language)
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}
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else
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{
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GetLogger()->Warn("Enviromnent locale ('%s') is not supported, setting default language\n", envLang);
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GetLogger()->Warn("Environment locale ('%s') is not supported, setting default language\n", envLang);
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m_language = LANGUAGE_ENGLISH;
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}
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}
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@ -1935,7 +1935,7 @@ void CApplication::SetLanguage(Language language)
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}
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catch (...)
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{
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GetLogger()->Warn("Failed to update locale, possibly incorect system configuration. Will fallback to classic locale.\n");
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GetLogger()->Warn("Failed to update locale, possibly incorrect system configuration. Will fallback to classic locale.\n");
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try
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{
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std::locale::global(std::locale::classic());
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@ -218,7 +218,7 @@ public:
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//! Returns the relative time since last update [seconds]
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float GetRelTime() const;
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//! Returns the exact realative time since last update [nanoseconds]
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//! Returns the exact relative time since last update [nanoseconds]
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long long GetExactRelTime() const;
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//! Returns the exact relative time since last update disregarding speed setting [nanoseconds]
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@ -411,7 +411,7 @@ protected:
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//! Application language
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Language m_language;
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//! Screen resoultion overriden by commandline
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//! Screen resolution overriden by commandline
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bool m_resolutionOverride;
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//! Headles mode
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@ -60,14 +60,14 @@ object-oriented language, CBOT, which can be used to program the robots availabl
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The original version of the game was developed by [Epsitec](http://www.epsitec.ch/) and released in 2001.
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Later, in 2005 another version named Ceebot was released. In March 2012, through attempts
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by Polish Colobot fans, Epsitec agreeed to release the source code of the game on GPLv3 license.
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by Polish Colobot fans, Epsitec agreed to release the source code of the game on GPLv3 license.
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The license was given specifically to our community, <b>TerranovaTeam</b>,
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part of <b>International Colobot Community (ICC)</b> (previously known as <i>Polish Portal of Colobot (PPC)</i>;
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Polish: <i>Polski Portal Colobota</i>) with our website at http://colobot.info/.
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\section Intro Introduction
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The source code released by Epitec was sparsely documented. This documentation, written from scratch,
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The source code released by Epsitec was sparsely documented. This documentation, written from scratch,
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will aim to describe the various components of the code.
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Currently, the only documented classes are the ones written from scratch or the old ones rewritten
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@ -92,7 +92,7 @@ The current layout is the following:
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- src/graphics/opengl - concrete implementation of CDevice class in OpenGL: CGLDevice
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- src/graphics/d3d - in (far) future - perhaps a newer implementation in DirectX (9? 10?)
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- src/math - mathematical structures and functions
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- src/object - non-grphical game object logic, that is robots, buildings, etc.
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- src/object - non-graphical game object logic, that is robots, buildings, etc.
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- src/level - main part of non-graphical game engine, that is loading levels etc.
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- src/level/parser - parser for loading/saving level files from format known as <i>scene files</i>
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- src/ui - 2D user interface (menu, buttons, check boxes, etc.)
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