Fix some typo in the interface or codebase (#3483)

This commit is contained in:
Aurélien Vivet
2022-01-12 22:39:37 +01:00
committed by GitHub
parent 518bb9a164
commit 4bd770a61e
7 changed files with 12 additions and 12 deletions

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@@ -217,7 +217,7 @@ class GD_CORE_API Layout : public ObjectsContainer {
/**
* Must add a new the layer constructed from the layout passed as parameter.
* \note No pointer or reference must be kept on the layer passed as
* parameter. \param theLayer The the layer that must be copied and inserted
* parameter. \param theLayer the layer that must be copied and inserted
* into the project \param position Insertion position. Even if the position
* is invalid, the layer must be inserted at the end of the layers list.
*/

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@@ -667,7 +667,7 @@ int String::compare( const String &other ) const
namespace priv
{
/**
* As the the casefolded version of a string can have a different size, the positions
* As the casefolded version of a string can have a different size, the positions
* in the two versions of the string are not the same.
* \return where the **pos** position in the original string **str** is in the
* casefolded version of **str**
@@ -681,7 +681,7 @@ namespace priv
}
/**
* As the the casefolded version of a string can have a different size, the positions
* As the casefolded version of a string can have a different size, the positions
* in the two versions of the string are not the same.
* \return where the **pos** position in the casefolded string of **str** is in the
* original version **str**

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@@ -541,7 +541,7 @@ module.exports = {
'IsDialogueLineType',
_('Dialogue line type'),
_(
'Check if the the current dialogue line line is one of the three existing types. Use this to set what logic is executed for each type.\nThe three types are as follows:\n- text: when displaying dialogue text.\n- options: when displaying [[branching/options]] for dialogue choices.\n-command: when <<commands>> are triggered by the dialogue data.'
'Check if the current dialogue line line is one of the three existing types. Use this to set what logic is executed for each type.\nThe three types are as follows:\n- text: when displaying dialogue text.\n- options: when displaying [[branching/options]] for dialogue choices.\n-command: when <<commands>> are triggered by the dialogue data.'
),
_('The dialogue line is _PARAM0_'),
_('Dialogue Tree (experimental)'),

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@@ -78,7 +78,7 @@ module.exports = {
'SaveStringToFileSync',
_('Save a text into a file'),
_(
'Save a text into a file. Only use this on small files to avoid any lag or freeze during the the game execution.'
'Save a text into a file. Only use this on small files to avoid any lag or freeze during the game execution.'
),
_('Save _PARAM0_ into file _PARAM1_'),
_('Filesystem/Windows, Linux, MacOS'),
@@ -130,7 +130,7 @@ module.exports = {
'SaveVariableToJSONFileSync',
_('Save a scene variable into a JSON file'),
_(
'Save a scene variable (including, for structure, all the children) into a file in JSON format. Only use this on small files to avoid any lag or freeze during the the game execution.'
'Save a scene variable (including, for structure, all the children) into a file in JSON format. Only use this on small files to avoid any lag or freeze during the game execution.'
),
_('Save scene variable _PARAM0_ into file _PARAM1_ as JSON'),
_('Filesystem/Windows, Linux, MacOS'),
@@ -208,7 +208,7 @@ module.exports = {
'LoadStringFromFileSync',
_('Load a text from a file'),
_(
'Load a text from a file. Only use this on small files to avoid any lag or freeze during the the game execution.'
'Load a text from a file. Only use this on small files to avoid any lag or freeze during the game execution.'
),
_('Load text from _PARAM1_ into scene variable _PARAM0_'),
_('Filesystem/Windows, Linux, MacOS'),
@@ -234,7 +234,7 @@ module.exports = {
'LoadVariableFromJSONFileSync',
_('Load a scene variable from a JSON file'),
_(
'Load a JSON formatted text from a file and convert it to a scene variable (potentially a structure variable with children). Only use this on small files to avoid any lag or freeze during the the game execution.'
'Load a JSON formatted text from a file and convert it to a scene variable (potentially a structure variable with children). Only use this on small files to avoid any lag or freeze during the game execution.'
),
_('Load JSON from _PARAM1_ into scene variable _PARAM0_'),
_('Filesystem/Windows, Linux, MacOS'),

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@@ -228,7 +228,7 @@ export default class PixiResourcesLoader {
}
/**
* Get the the data from a bitmap font file (fnt/xml) resource in the IDE.
* Get the data from a bitmap font file (fnt/xml) resource in the IDE.
*/
static getBitmapFontData(
project: gdProject,
@@ -273,7 +273,7 @@ export default class PixiResourcesLoader {
}
/**
* Get the the data from a json resource in the IDE.
* Get the data from a json resource in the IDE.
*/
static getResourceJsonData(
project: gdProject,

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@@ -29,7 +29,7 @@ const styles = {
/**
* A raised button based on Material-UI button, that has a menu displayed
* when the the dropdown arrow is clicked.
* when the dropdown arrow is clicked.
*/
const RaisedButtonWithSplitMenu = (props: Props) => {
const { buildMenuTemplate, onClick, label, primary, icon, disabled } = props;

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@@ -34,7 +34,7 @@ export const filterSearchItems = <SearchItem: { tags: Array<string> }>(
}
const hasParentCategoryTag = tags.some(tag => tag === parentNode.name);
if (!hasParentCategoryTag) return false; // Asset is not in the the parent(s) of the selected category
if (!hasParentCategoryTag) return false; // Asset is not in the parent(s) of the selected category
}
return true;