Skip to content

Commit

Permalink
Multiple bool => boolean fixes
Browse files Browse the repository at this point in the history
  • Loading branch information
borisyankov committed Aug 7, 2013
1 parent 3888820 commit f677cca
Show file tree
Hide file tree
Showing 36 changed files with 183 additions and 185 deletions.
2 changes: 1 addition & 1 deletion _infrastructure/tests/src/io.ts
Original file line number Diff line number Diff line change
Expand Up @@ -236,7 +236,7 @@ var IO = (function() {
},

directoryExists: function(path) {
return <bool>fso.FolderExists(path);
return <boolean>fso.FolderExists(path);
},

createDirectory: function(path) {
Expand Down
2 changes: 1 addition & 1 deletion bootstrap-notify/bootstrap-notify.d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@ interface NotifyOptions {
type?: string;
/**
Allow alert to be closable through a close icon.
@param {bool} closable
@param {boolean} closable
*/
closable?: boolean;
/**
Expand Down
12 changes: 6 additions & 6 deletions box2d/box2dweb.d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -1373,7 +1373,7 @@ declare module Box2D.Collision {
* param proxy Proxy overlapping the supplied AABB.
* @aabb Proxies are query for overlap on this AABB.
**/
public Query(callback: (proxy: b2DynamicTreeNode) => bool, aabb: b2AABB): void;
public Query(callback: (proxy: b2DynamicTreeNode) => boolean, aabb: b2AABB): void;

/**
* Ray-cast against the proxies in the tree. This relies on the callback to perform a exact ray-cast in the case were the proxy contains a shape. The callback also performs the any collision filtering. This has performance roughly equal to k log(n), where k is the number of collisions and n is the number of proxies in the tree.
Expand Down Expand Up @@ -1438,7 +1438,7 @@ declare module Box2D.Collision {
/**
* @see IBroadPhase.Query
**/
public Query(callback: (proxy: b2DynamicTreeNode) => bool, aabb: b2AABB): void;
public Query(callback: (proxy: b2DynamicTreeNode) => boolean, aabb: b2AABB): void;

/**
* @see IBroadPhase.RayCast
Expand Down Expand Up @@ -1911,7 +1911,7 @@ declare module Box2D.Collision {
* param proxy Proxy overlapping the supplied AABB.
* @param aabb Proxies are query for overlap on this AABB.
**/
Query(callback: (proxy: b2DynamicTreeNode) => bool, aabb: b2AABB): void;
Query(callback: (proxy: b2DynamicTreeNode) => boolean, aabb: b2AABB): void;

/**
* Ray-cast against the proxies in the tree. This relies on the callback to perform a exact ray-cast in the case were the proxy contains a shape. The callback also performs the any collision filtering. This has performance roughly equal to k log(n), where k is the number of collisions and n is the number of proxies in the tree.
Expand Down Expand Up @@ -3658,15 +3658,15 @@ declare module Box2D.Dynamics {
* @param callback A user implemented callback class. It should match signature function Callback(fixture:b2Fixture):Boolean. Return true to continue to the next fixture.
* @param aabb The query bounding box.
**/
public QueryAABB(callback: (fixutre: b2Fixture) => bool, aabb: Box2D.Collision.b2AABB): void;
public QueryAABB(callback: (fixutre: b2Fixture) => boolean, aabb: Box2D.Collision.b2AABB): void;

/**
* Query the world for all fixtures that contain a point.
* @note This provides a feature specific to this port.
* @param callback A user implemented callback class. It should match signature function Callback(fixture:b2Fixture):Boolean. Return true to continue to the next fixture.
* @param p The query point.
**/
public QueryPoint(callback: (fixture: b2Fixture) => bool, p: Box2D.Common.Math.b2Vec2): void;
public QueryPoint(callback: (fixture: b2Fixture) => boolean, p: Box2D.Common.Math.b2Vec2): void;

/**
* Query the world for all fixtures that precisely overlap the provided transformed shape.
Expand All @@ -3675,7 +3675,7 @@ declare module Box2D.Dynamics {
* @param shape The query shape.
* @param transform Optional transform, default = null.
**/
public QueryShape(callback: (fixture: b2Fixture) => bool, shape: Box2D.Collision.Shapes.b2Shape, transform?: Box2D.Common.Math.b2Transform): void;
public QueryShape(callback: (fixture: b2Fixture) => boolean, shape: Box2D.Collision.Shapes.b2Shape, transform?: Box2D.Common.Math.b2Transform): void;

/**
* Ray-cast the world for all fixtures in the path of the ray. Your callback Controls whether you get the closest point, any point, or n-points The ray-cast ignores shapes that contain the starting point.
Expand Down
Loading

0 comments on commit f677cca

Please sign in to comment.