aboutsummaryrefslogtreecommitdiff
path: root/backends/graphics
diff options
context:
space:
mode:
authorColin Snover2017-09-03 16:31:16 -0500
committerColin Snover2017-10-15 13:24:20 -0500
commitb53020f70457c059f5028073df493cfc25a5876a (patch)
treebe4e932b23201209c606c0b559774933d52b651f /backends/graphics
parent7fc86195343adf962054fd52605c3a3cc8b501e9 (diff)
downloadscummvm-rg350-b53020f70457c059f5028073df493cfc25a5876a.tar.gz
scummvm-rg350-b53020f70457c059f5028073df493cfc25a5876a.tar.bz2
scummvm-rg350-b53020f70457c059f5028073df493cfc25a5876a.zip
BACKENDS: Fix some comment typos
Diffstat (limited to 'backends/graphics')
-rw-r--r--backends/graphics/opengl/opengl-graphics.h4
-rw-r--r--backends/graphics/openglsdl/openglsdl-graphics.cpp2
-rw-r--r--backends/graphics/sdl/sdl-graphics.h6
-rw-r--r--backends/graphics/surfacesdl/surfacesdl-graphics.cpp16
4 files changed, 14 insertions, 14 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.h b/backends/graphics/opengl/opengl-graphics.h
index e02137bba7..cbf68d9cf1 100644
--- a/backends/graphics/opengl/opengl-graphics.h
+++ b/backends/graphics/opengl/opengl-graphics.h
@@ -241,7 +241,7 @@ private:
};
/**
- * The currently setup video state.
+ * The currently set up video state.
*/
VideoState _currentState;
@@ -444,7 +444,7 @@ private:
Surface *_cursor;
/**
- * X coordinate of the cursor in phyiscal coordinates.
+ * X coordinate of the cursor in physical coordinates.
*/
int _cursorX;
diff --git a/backends/graphics/openglsdl/openglsdl-graphics.cpp b/backends/graphics/openglsdl/openglsdl-graphics.cpp
index 73fc87a75f..46940d74f2 100644
--- a/backends/graphics/openglsdl/openglsdl-graphics.cpp
+++ b/backends/graphics/openglsdl/openglsdl-graphics.cpp
@@ -46,7 +46,7 @@ OpenGLSdlGraphicsManager::OpenGLSdlGraphicsManager(uint desktopWidth, uint deskt
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- // Setup proper SDL OpenGL context creation.
+ // Set up proper SDL OpenGL context creation.
#if SDL_VERSION_ATLEAST(2, 0, 0)
OpenGL::ContextType glContextType;
diff --git a/backends/graphics/sdl/sdl-graphics.h b/backends/graphics/sdl/sdl-graphics.h
index 74ee2838ea..ce282d842d 100644
--- a/backends/graphics/sdl/sdl-graphics.h
+++ b/backends/graphics/sdl/sdl-graphics.h
@@ -62,10 +62,10 @@ public:
virtual void notifyVideoExpose() = 0;
/**
- * Notify the graphics manager about an resize event.
+ * Notify the graphics manager about a resize event.
*
* It is noteworthy that the requested width/height should actually be set
- * up as is and not changed by the graphics manager, since else it might
+ * up as is and not changed by the graphics manager, since otherwise it may
* lead to odd behavior for certain window managers.
*
* It is only required to overwrite this method in case you want a
@@ -94,7 +94,7 @@ public:
/**
* A (subset) of the graphic manager's state. This is used when switching
- * between different SDL graphic managers on runtime.
+ * between different SDL graphic managers at runtime.
*/
struct State {
int screenWidth, screenHeight;
diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
index 897cdcb352..9d0f217184 100644
--- a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
+++ b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
@@ -1139,14 +1139,14 @@ void SurfaceSdlGraphicsManager::updateScreen() {
}
void SurfaceSdlGraphicsManager::updateShader() {
-// shader init code goes here
-// currently only used on Vita port
-// the user-selected shaderID should be obtained via ConfMan.getInt("shader")
-// and the corresponding shader should then be activated here
-// this way the user can combine any software scaling (scalers)
-// with any hardware shading (shaders). The shaders could provide
-// scanline masks, overlays, but could also serve for
-// hardware-based up-scaling (sharp-bilinear-simple, etc.)
+ // shader init code goes here
+ // currently only used on Vita port
+ // the user-selected shaderID should be obtained via ConfMan.getInt("shader")
+ // and the corresponding shader should then be activated here
+ // this way the user can combine any software scaling (scalers)
+ // with any hardware shading (shaders). The shaders could provide
+ // scanline masks, overlays, but could also serve for
+ // hardware-based up-scaling (sharp-bilinear-simple, etc.)
}
void SurfaceSdlGraphicsManager::internUpdateScreen() {