diff --git a/include/ICursorControl.h b/include/ICursorControl.h index 044d6db1..27d4809c 100644 --- a/include/ICursorControl.h +++ b/include/ICursorControl.h @@ -26,7 +26,7 @@ namespace gui ECI_HELP, // Arrow and question mark ECI_IBEAM, // typical text-selection cursor ECI_NO, // should not click icon - ECI_WAIT, // hourclass + ECI_WAIT, // hourglass ECI_SIZEALL, // arrow in all directions ECI_SIZENESW, // resizes in direction north-east or south-west ECI_SIZENWSE, // resizes in direction north-west or south-east diff --git a/include/ILogger.h b/include/ILogger.h index 53f6273f..4b595b69 100644 --- a/include/ILogger.h +++ b/include/ILogger.h @@ -19,7 +19,7 @@ enum ELOG_LEVEL //! Used for printing information helpful in debugging ELL_DEBUG, - //! Useful information to print. For example hardware infos or something started/stopped. + //! Useful information to print. For example hardware info or something started/stopped. ELL_INFORMATION, //! Warnings that something isn't as expected and can cause oddities diff --git a/include/ISceneManager.h b/include/ISceneManager.h index 73ef5e76..cb3fbbab 100644 --- a/include/ISceneManager.h +++ b/include/ISceneManager.h @@ -509,7 +509,7 @@ namespace scene //! Clear all nodes which are currently registered for rendering /** Usually you don't have to care about this as drawAll will clear nodes - after rendering them. But sometimes you might have to manully reset this. + after rendering them. But sometimes you might have to manually reset this. For example when you deleted nodes between registering and rendering. */ virtual void clearAllRegisteredNodesForRendering() = 0; diff --git a/include/IVideoDriver.h b/include/IVideoDriver.h index 717e85c7..48409de3 100644 --- a/include/IVideoDriver.h +++ b/include/IVideoDriver.h @@ -1047,7 +1047,7 @@ namespace video E_MATERIAL_TYPE enum or a value which was returned by addMaterialRenderer(). \return String with the name of the renderer, or 0 if not - exisiting */ + existing */ virtual const c8* getMaterialRendererName(u32 idx) const =0; //! Sets the name of a material renderer. diff --git a/include/line2d.h b/include/line2d.h index f010760a..e94b2d02 100644 --- a/include/line2d.h +++ b/include/line2d.h @@ -66,7 +66,7 @@ class line2d vector2d getVector() const { return vector2d( end.X - start.X, end.Y - start.Y); } /*! Check if this segment intersects another segment, - or if segments are coincindent (colinear). */ + or if segments are coincident (colinear). */ bool intersectAsSegments( const line2d& other) const { // Taken from: @@ -83,7 +83,7 @@ class line2d if (o1 != o2 && o3 != o4) return true; - // Special Cases to check if segments are coolinear + // Special Cases to check if segments are colinear if (o1 == 0 && other.start.isBetweenPoints( start, end)) return true; if (o2 == 0 && other.end.isBetweenPoints( start, end)) return true; if (o3 == 0 && start.isBetweenPoints( other.start, other.end)) return true; diff --git a/include/vector2d.h b/include/vector2d.h index 6736d67d..ab5e566a 100644 --- a/include/vector2d.h +++ b/include/vector2d.h @@ -143,7 +143,7 @@ public: bool nearlyParallel( const vector2d & other, const T factor = relativeErrorFactor()) const { // https://eagergames.wordpress.com/2017/04/01/fast-parallel-lines-and-vectors-test/ - // if a || b then a.x/a.y = b.x/b.y (similiar triangles) + // if a || b then a.x/a.y = b.x/b.y (similar triangles) // if a || b then either both x are 0 or both y are 0. return equalsRelative( X*other.Y, other.X* Y, factor)