Assorted spelling fixes.

oldstable
Francois Gouget 2006-09-07 20:01:50 +02:00 committed by Alexandre Julliard
parent 4efaf24ce7
commit 06f9532dda
12 changed files with 32 additions and 32 deletions

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@ -115,7 +115,7 @@ static inline PWSTR CRYPT_GetTypeKeyName(DWORD dwType, BOOL user)
* str - pointer to ANSI string
* strsize - size of buffer pointed to by str or -1 if we have to do the allocation
*
* returns TRUE if unsuccessfull, FALSE otherwise.
* returns TRUE if unsuccessful, FALSE otherwise.
* if wstr is NULL, returns TRUE and sets str to NULL! Value of str should be checked after call
*/
static inline BOOL CRYPT_UnicodeToANSI(LPCWSTR wstr, LPSTR* str, int strsize)

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@ -413,7 +413,7 @@ static void test_GetGlyphIndices()
flags |= GGI_MARK_NONEXISTING_GLYPHS;
charcount = GetGlyphIndicesW(hdc, testtext, (sizeof(testtext)/2)-1, glyphs, flags);
ok(charcount == 5, "GetGlyphIndices count of glyphs should = 5 not %ld\n", charcount);
ok(glyphs[4] == 0x001f, "GetGlyphIndices should have returned a non existant char not %04x\n", glyphs[4]);
ok(glyphs[4] == 0x001f, "GetGlyphIndices should have returned a nonexistent char not %04x\n", glyphs[4]);
flags = 0;
charcount = GetGlyphIndicesW(hdc, testtext, (sizeof(testtext)/2)-1, glyphs, flags);
ok(charcount == 5, "GetGlyphIndices count of glyphs should = 5 not %ld\n", charcount);

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@ -1293,7 +1293,7 @@ BOOL WINAPI WaitNamedPipeA (LPCSTR name, DWORD nTimeOut)
* nTimeOut [I] How long to wait in ms
*
* RETURNS
* TRUE: Success, named pipe can be opened with CreteFile
* TRUE: Success, named pipe can be opened with CreateFile
* FALSE: Failure, GetLastError can be called for further details
*/
BOOL WINAPI WaitNamedPipeW (LPCWSTR name, DWORD nTimeOut)

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@ -37,7 +37,7 @@ HRESULT (WINAPI * pCoInitializeEx)(LPVOID lpReserved, DWORD dwCoInit);
static const CLSID CLSID_non_existent = { 0x12345678, 0x1234, 0x1234, { 0x12, 0x34, 0x56, 0x78, 0x9a, 0xbc, 0xde, 0xf0 } };
static const CLSID CLSID_CDeviceMoniker = { 0x4315d437, 0x5b8c, 0x11d0, { 0xbd, 0x3b, 0x00, 0xa0, 0xc9, 0x11, 0xce, 0x86 } };
static const WCHAR devicedotone[] = {'d','e','v','i','c','e','.','1',0};
static const WCHAR wszNonExistant[] = {'N','o','n','E','x','i','s','t','a','n','t',0};
static const WCHAR wszNonExistent[] = {'N','o','n','E','x','i','s','t','e','n','t',0};
static const WCHAR wszCLSID_CDeviceMoniker[] =
{
'{',
@ -91,15 +91,15 @@ static void test_CLSIDFromProgID(void)
/* test some failure cases */
hr = CLSIDFromProgID(wszNonExistant, NULL);
hr = CLSIDFromProgID(wszNonExistent, NULL);
ok(hr == E_INVALIDARG, "CLSIDFromProgID should have returned E_INVALIDARG instead of 0x%08lx\n", hr);
hr = CLSIDFromProgID(NULL, &clsid);
ok(hr == E_INVALIDARG, "CLSIDFromProgID should have returned E_INVALIDARG instead of 0x%08lx\n", hr);
memset(&clsid, 0xcc, sizeof(clsid));
hr = CLSIDFromProgID(wszNonExistant, &clsid);
ok(hr == CO_E_CLASSSTRING, "CLSIDFromProgID on non-existant ProgID should have returned CO_E_CLASSSTRING instead of 0x%08lx\n", hr);
hr = CLSIDFromProgID(wszNonExistent, &clsid);
ok(hr == CO_E_CLASSSTRING, "CLSIDFromProgID on nonexistent ProgID should have returned CO_E_CLASSSTRING instead of 0x%08lx\n", hr);
ok(IsEqualCLSID(&clsid, &CLSID_NULL), "CLSIDFromProgID should have set clsid to all-zeros on failure\n");
}

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@ -214,7 +214,7 @@ BOOL ConvertPixelFormatWGLtoGLX(Display *display, int iPixelFormat, int *fmt_ind
int nCfgs = 0;
int tmp_fmt_id = 0;
int tmp_vis_id = 0;
int nFormats = 1; /* Start at 1 as we allways have a main visual */
int nFormats = 1; /* Start at 1 as we always have a main visual */
VisualID visualid = 0;
/* Request to look up the format of the main visual when iPixelFormat = 1 */
@ -1296,10 +1296,10 @@ static void wgl_initialize_glx(Display *display, int screen, glXGetProcAddressAR
* 8762 drivers support 1.3 for the server and 1.4 for the client and they support lots of extensions.
* Unfortunately it is much more complicated for Mesa/DRI-based drivers and ATI's drivers.
* Both sets of drivers report a server version of 1.2 and the client version can be 1.3 or 1.4.
* Further in case of atleast ATI's drivers one crucial extension needed for our pixel format code
* Further in case of at least ATI's drivers one crucial extension needed for our pixel format code
* is only available in the list of server extensions and not in the client list.
*
* The versioning checks below try to take into account the comments from above.
* The version checks below try to take into account the comments from above.
*/
TRACE("Server GLX version: %s\n", server_glx_version);

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@ -851,7 +851,7 @@ GLboolean WINAPI wglChoosePixelFormatARB(HDC hdc, const int *piAttribIList, cons
int tmp_vis_id;
int pfmt_it = 0;
int offscreen_index = 1; /* Start at one because we allways have a main visual at iPixelFormat=1 */
int offscreen_index = 1; /* Start at one because we always have a main visual at iPixelFormat=1 */
TRACE("(%p, %p, %p, %d, %p, %p): hackish\n", hdc, piAttribIList, pfAttribFList, nMaxFormats, piFormats, nNumFormats);
if (NULL != pfAttribFList) {
@ -925,7 +925,7 @@ GLboolean WINAPI wglChoosePixelFormatARB(HDC hdc, const int *piAttribIList, cons
/* The format of Wine's main visual is stored at index 1 of our WGL format table.
* At higher indices we store offscreen rendering formats (visualid=0). Below we calculate
* the index of the offscreen format. We do this by counting the number of offscreen formats
* which we see upto reaching our target format. */
* which we see up to our target format. */
if(tmp_vis_id == 0)
offscreen_index++;

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@ -507,7 +507,7 @@ unsigned short WINAPI UuidHash(UUID *uuid, RPC_STATUS *Status)
* RETURNS
*
* S_OK if successful.
* S_OUT_OF_MEMORY if unsucessful.
* S_OUT_OF_MEMORY if unsuccessful.
*/
RPC_STATUS WINAPI UuidToStringA(UUID *Uuid, unsigned char** StringUuid)
{
@ -533,7 +533,7 @@ RPC_STATUS WINAPI UuidToStringA(UUID *Uuid, unsigned char** StringUuid)
* Converts a UUID to a string.
*
* S_OK if successful.
* S_OUT_OF_MEMORY if unsucessful.
* S_OUT_OF_MEMORY if unsuccessful.
*/
RPC_STATUS WINAPI UuidToStringW(UUID *Uuid, unsigned short** StringUuid)
{

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@ -776,8 +776,8 @@ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
* than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
* be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
* Another way would be to query the PCI id from the operating system (assuming this is the videocard which
* is used for rendering which doesn't allways the case). This would work but it is not very portable. Second
* it would not work well in lets say a remote X situation in which the amount of 3d features which can be used
* is used for rendering which is not always the case). This would work but it is not very portable. Second
* it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
* is limited.
*
* As said most games only use the PCI id to get an indication of the capabilities of the card.
@ -786,7 +786,7 @@ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
*
* The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
* Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
* is atleast a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
* is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
* won't pass we return a default card. This way is better than maintaining a full card database as even
* without a full database we can return a card with similar features. Second the size of the database
* can be made quite small because when you know what type of 3d functionality a card has, you know to which
@ -795,8 +795,8 @@ BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
*/
switch (gl_info->gl_vendor) {
case VENDOR_NVIDIA:
/* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two typs have more
* shader capabilities, so we use the shader capabilities to distinct between FX and 6xxx/7xxx.
/* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
* shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
*/
if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
if (strstr(gl_info->gl_renderer, "7800") ||
@ -1060,7 +1060,7 @@ static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Ad
if (min(DevModeW.dmBitsPerPel, bpp) == 16) i++;
break;
default:
/* Skip other modes as they do not match requested format */
/* Skip other modes as they do not match the requested format */
break;
}
}
@ -1481,7 +1481,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT
XFree(cfgs);
cfgs = NULL;
} else {
/* If there's a corrent context then we cannot create a fake one so pass everything */
/* If there's a current context then we cannot create a fake one so pass everything */
hr = WINED3D_OK;
}
@ -1663,9 +1663,9 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
}
/* This format is nothing special and it is supported perfectly.
* However, ati and nvidia driver on windows do not mark this format
* supported(tested with the dxCapsViewer) and pretending to
* support this format uncovers a bug in Battlefield 1942(fonts are missing)
* However, ati and nvidia driver on windows do not mark this format as
* supported (tested with the dxCapsViewer) and pretending to
* support this format uncovers a bug in Battlefield 1942 (fonts are missing)
* So do the same as Windows drivers and pretend not to support it on dx8 and 9
* Enable it on dx7. It will need additional checking on dx10 when we support it.
*/
@ -2228,7 +2228,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
if (This->dxVersion > 8) {
FIXME("Caps support for directx9 is nonexistent at the moment!\n");
*pCaps->DevCaps2 = 0;
/* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES and VS3.0 needs atleast D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
/* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES and VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
*pCaps->MaxNpatchTessellationLevel = 0;
*pCaps->MasterAdapterOrdinal = 0;
*pCaps->AdapterOrdinalInGroup = 0;
@ -2267,7 +2267,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*pCaps->VS20Caps.NumTemps = max(32, This->gl_info.vs_arb_max_temps);
*pCaps->VS20Caps.StaticFlowControlDepth = D3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
*pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs atleast 65535, some cards even use 2^32-1 */
*pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
*pCaps->MaxVertexShader30InstructionSlots = max(512, This->gl_info.vs_arb_max_instructions);
} else if(*pCaps->VertexShaderVersion == D3DVS_VERSION(2,0)) {
*pCaps->VS20Caps.Caps = 0;

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@ -187,7 +187,7 @@ static BOOL ConvertPixelFormatWGLtoGLX(Display *display, int iPixelFormat, int *
int nCfgs = 0;
int tmp_fmt_id = 0;
int tmp_vis_id = 0;
int nFormats = 1; /* Start at 1 as we allways have a main visual */
int nFormats = 1; /* Start at 1 as we always have a main visual */
VisualID visualid = 0;
/* Request to look up the format of the main visual when iPixelFormat = 1 */
@ -336,7 +336,7 @@ int X11DRV_ChoosePixelFormat(X11DRV_PDEVICE *physDev,
/* When we pass all the checks we have found a matching format :) */
ret = 1;
TRACE("Succesfully found a matching mode, returning index: %d\n", ret);
TRACE("Successfully found a matching mode, returning index: %d\n", ret);
}
choose_exit:
@ -383,7 +383,7 @@ int X11DRV_DescribePixelFormat(X11DRV_PDEVICE *physDev,
return 0; /* unespected error */
}
/* This function allways reports the total number of supported pixel formats.
/* This function always reports the total number of supported pixel formats.
* At the moment we only support the pixel format corresponding to the main
* visual which got created at x11drv initialization. More formats could be
* supported if there was a way to recreate x11 windows in x11drv.

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@ -150,7 +150,7 @@ static void test_AddRem_ActionID(void)
ok (GetLastError() == ERROR_INVALID_PARAMETER,
"Expected ERROR_INVALID_PARAMETER, got %ld.\n", GetLastError());
/* The passed GUID is removed by a previous call, so it's basically a test with a non-existent Trust provider */
/* The passed GUID is removed by a previous call, so it's basically a test with a nonexistent Trust provider */
SetLastError(0xdeadbeef);
ret = pWintrustRemoveActionID(&ActionID);
ok (ret, "Expected WintrustRemoveActionID to succeed.\n");

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@ -4230,7 +4230,7 @@ INT WINAPI WSAStringToAddressA(LPSTR AddressString,
}
else
{
/* caller wants to translate an AdressString into a SOCKADDR */
/* caller wants to translate an AddressString into a SOCKADDR */
if (lpAddress)
{
memset(lpAddress,0,sizeof(SOCKADDR_IN));

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@ -58,7 +58,7 @@ BOOL InitApplication(HINSTANCE hInstance)
wc.lpszMenuName = szAppName; /* Menu name from .rc */
wc.lpszClassName = szAppName; /* Name to register as */
/* Register the window class and return FALSE if unsuccesful */
/* Register the window class and return FALSE if unsuccessful */
if (!RegisterClassEx(&wc))
{