Assorted spelling fixes.

oldstable
Francois Gouget 2006-08-06 12:28:32 +02:00 committed by Alexandre Julliard
parent 930a9a1d02
commit ce9b4baad8
12 changed files with 22 additions and 22 deletions

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@ -311,7 +311,7 @@ IDirect3DImpl_3_EnumDevices(IDirect3D3 *iface,
* 0 means disabled, 2 means enabled. The enablerefrast.reg and disablerefrast.reg
* files in the DirectX 7.0 sdk demo directory suggest this.
*
* Some games(GTA 2) seem to use the secound enumerated device, so I have to enumerate
* Some games(GTA 2) seem to use the second enumerated device, so I have to enumerate
* at least 2 devices. So enumerate the reference device to have 2 devices.
*/

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@ -128,7 +128,7 @@ static void test_ddraw_objects(void)
ok(ref == 1, "Got refcount %ld, expected 1\n", ref);
IDirectDrawSurface7_Release(surface);
/* Incresed before - decrease now */
/* Increased before - decrease now */
ref = getRefcount( (IUnknown *) DDraw7);
ok(ref == 2, "Got refcount %ld, expected 2\n", ref);
@ -138,7 +138,7 @@ static void test_ddraw_objects(void)
IDirectDrawPalette_Release(palette);
/* Incresed before - decrease now */
/* Increased before - decrease now */
ref = getRefcount( (IUnknown *) DDraw7);
ok(ref == 1, "Got refcount %ld, expected 1\n", ref);

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@ -45,7 +45,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(mciavi);
static DWORD MCIAVI_mciStop(UINT, DWORD, LPMCI_GENERIC_PARMS);
/*======================================================================*
* MCI AVI implemantation *
* MCI AVI implementation *
*======================================================================*/
HINSTANCE MCIAVI_hInstance = 0;

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@ -146,7 +146,7 @@ static DWORD MCI_SendCommandAsync(UINT wDevID, UINT wMsg, DWORD dwParam1,
}
if ((handle = CreateThread(NULL, 0, MCI_SCAStarter, sca, 0, NULL)) == 0) {
WARN("Couldn't allocate thread for async command handling, sending synchonously\n");
WARN("Couldn't allocate thread for async command handling, sending synchronously\n");
return MCI_SCAStarter(&sca);
}
SetThreadPriority(handle, THREAD_PRIORITY_TIME_CRITICAL);
@ -155,7 +155,7 @@ static DWORD MCI_SendCommandAsync(UINT wDevID, UINT wMsg, DWORD dwParam1,
}
/*======================================================================*
* MCI MIDI implemantation *
* MCI MIDI implementation *
*======================================================================*/
static DWORD MIDI_mciResume(UINT wDevID, DWORD dwFlags, LPMCI_GENERIC_PARMS lpParms);
@ -489,10 +489,10 @@ static DWORD MIDI_mciReadMThd(WINE_MCIMIDI* wmm, DWORD dwOffset)
*/
if (wmm->nDivision > 0x8000) {
/* eric.pouech@lemel.fr 98/11
* In did not check this very code (pulses are expressed as SMPTE sub-frames).
* I did not check this very code (pulses are expressed as SMPTE sub-frames).
* In about 40 MB of MIDI files I have, none was SMPTE based...
* I'm just wondering if this is widely used :-). So, if someone has one of
* these files, I'd like to know about.
* these files, I'd like to know about it.
*/
FIXME("Handling SMPTE time in MIDI files has not been tested\n"
"Please report to comp.emulators.ms-windows.wine with MIDI file !\n");

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@ -117,7 +117,7 @@ static DWORD MCI_SendCommandAsync(UINT wDevID, UINT wMsg, DWORD dwParam1,
}
if ((handle = CreateThread(NULL, 0, MCI_SCAStarter, sca, 0, NULL)) == 0) {
WARN("Couldn't allocate thread for async command handling, sending synchonously\n");
WARN("Couldn't allocate thread for async command handling, sending synchronously\n");
return MCI_SCAStarter(&sca);
}
SetThreadPriority(handle, THREAD_PRIORITY_TIME_CRITICAL);
@ -126,7 +126,7 @@ static DWORD MCI_SendCommandAsync(UINT wDevID, UINT wMsg, DWORD dwParam1,
}
/*======================================================================*
* MCI WAVE implemantation *
* MCI WAVE implementation *
*======================================================================*/
static DWORD WAVE_mciResume(UINT wDevID, DWORD dwFlags, LPMCI_GENERIC_PARMS lpParms);

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@ -1091,7 +1091,7 @@ end:
* INSTALLSTATE_LOCAL Feature is installed and useable
* INSTALLSTATE_ABSENT Feature is absent
* INSTALLSTATE_ADVERTISED Feature should be installed on demand
* INSTALLSTATE_UNKNOWN An error occured
* INSTALLSTATE_UNKNOWN An error occurred
* INSTALLSTATE_INVALIDARG One of the GUIDs was invalid
*
*/

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@ -474,7 +474,7 @@ void apartment_joinmta(void)
}
/*****************************************************************************
* This section contains OpenDllList implemantation
* This section contains OpenDllList implementation
*/
static void COMPOBJ_DLLList_Add(HANDLE hLibrary)

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@ -154,7 +154,7 @@ BOOL TRASH_CanTrashFile(LPCWSTR wszPath)
}
/*
* Try to create a single .trashinfo file. Return TRUE if successfull, else FALSE
* Try to create a single .trashinfo file. Return TRUE if successful, else FALSE
*/
static BOOL try_create_trashinfo_file(const char *info_dir, const char *file_name,
const char *original_file_name)

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@ -732,7 +732,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
* Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
*
* Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
* the range of vertices beeing locked, so each lock will require the whole buffer to be transformed.
* the range of vertices being locked, so each lock will require the whole buffer to be transformed.
* Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
* is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
* dx7 apps.
@ -744,7 +744,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
(dxVersion > 7 || !conv) ) {
CreateVBO(object);
/* DX7 buffers can be locked directly into the VBO(no conversion, see above */
/* DX7 buffers can be locked directly into the VBO (no conversion, see above */
if(dxVersion == 7 && object->vbo) {
HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
object->resource.allocatedMemory = NULL;
@ -7518,7 +7518,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
This->cursorTexture = pSur->glDescription.textureName;
This->cursorWidth = pSur->currentDesc.Width;
This->cursorHeight = pSur->currentDesc.Height;
pSur->glDescription.textureName = 0; /* Prevent the texture from beeing changed or deleted */
pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
}
This->xHotSpot = XHotSpot;

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@ -312,9 +312,9 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
case WINED3DFMT_P8:
{
/* GL can't return palettized data, so read ARGB pixels into a
* seperate block of memory and convert them into palettized format
* separate block of memory and convert them into palettized format
* in software. Slow, but if the app means to use palettized render
* targets and lock it...
* targets and locks it...
*
* Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
* Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
@ -898,7 +898,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
case WINED3DFMT_X8R8G8B8:
{
/* make sure the X byte is set to alpha on, since it
could be any random value this fixes the intro move in Pirates! */
could be any random value. This fixes the intro movie in Pirates! */
int size;
unsigned int *data;
data = (unsigned int *)This->resource.allocatedMemory;
@ -909,7 +909,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
size--;
}
}
/* Fall trough */
/* Fall through */
case WINED3DFMT_A8R8G8B8:
{

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@ -146,7 +146,7 @@ static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos,
DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular);
srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride);
/* Simmilar to diffuse
/* Similar to diffuse
* TODO: Write the alpha value out for fog coords
*/
*dstColor = 0;

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@ -20,7 +20,7 @@ import "unknwn.idl";
interface IStream;
/* FIXME: LANDID is defined in winnt.h and mlang.h in the platform SDK */
/* FIXME: LANGID is defined in winnt.h and mlang.h in the platform SDK */
cpp_quote("#ifndef _WINNT_")
typedef WORD LANGID;
cpp_quote("#endif")