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Corrected capitalisation of macOS
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In documentation and comments, ignoring thirdparty code
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JohnVeness committed Mar 12, 2023
1 parent 550a779 commit 4505049
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Showing 6 changed files with 16 additions and 16 deletions.
4 changes: 2 additions & 2 deletions doc/classes/DisplayServer.xml
Original file line number Diff line number Diff line change
Expand Up @@ -1000,7 +1000,7 @@
- [code]name[/code] is voice name.
- [code]id[/code] is voice identifier.
- [code]language[/code] is language code in [code]lang_Variant[/code] format. [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. And [code]Variant[/code] part is an engine dependent string describing country, region or/and dialect.
Note that Godot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and MacOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Godot users on Linux, as well as end-users on Linux running Godot games that use text-to-speech.
Note that Godot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and macOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Godot users on Linux, as well as end-users on Linux running Godot games that use text-to-speech.
[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
</description>
</method>
Expand Down Expand Up @@ -1800,7 +1800,7 @@
OpenGL context (only with the GL Compatibility renderer):
- Windows: [code]HGLRC[/code] for the window.
- Linux: [code]GLXContext*[/code] for the window.
- MacOS: [code]NSOpenGLContext*[/code] for the window.
- macOS: [code]NSOpenGLContext*[/code] for the window.
- Android: [code]EGLContext[/code] for the window.
</constant>
<constant name="TTS_UTTERANCE_STARTED" value="0" enum="TTSUtteranceEvent">
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2 changes: 1 addition & 1 deletion editor/editor_node.cpp
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Expand Up @@ -7456,7 +7456,7 @@ EditorNode::EditorNode() {

#ifndef ANDROID_ENABLED
if (OS::get_singleton()->get_data_path() == OS::get_singleton()->get_config_path()) {
// Configuration and data folders are located in the same place (Windows/MacOS).
// Configuration and data folders are located in the same place (Windows/macOS).
settings_menu->add_item(TTR("Open Editor Data/Settings Folder"), SETTINGS_EDITOR_DATA_FOLDER);
} else {
// Separate configuration and data folders (Linux).
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2 changes: 1 addition & 1 deletion misc/hooks/README.md
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Expand Up @@ -20,7 +20,7 @@ contributors to make sure they comply with our requirements.
Copy all the files from this folder into your `.git/hooks` folder, and make
sure the hooks and helper scripts are executable.

#### Linux/MacOS
#### Linux/macOS

The hooks rely on bash scripts and tools which should be in the system `PATH`,
so they should work out of the box on Linux/macOS.
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2 changes: 1 addition & 1 deletion platform/macos/detect.py
Original file line number Diff line number Diff line change
Expand Up @@ -144,7 +144,7 @@ def configure(env: "Environment"):
env["CC"] = basecmd + "cc"
env["CXX"] = basecmd + "c++"
else:
# there aren't any ccache wrappers available for OS X cross-compile,
# there aren't any ccache wrappers available for macOS cross-compile,
# to enable caching we need to prepend the path to the ccache binary
env["CC"] = ccache_path + " " + basecmd + "cc"
env["CXX"] = ccache_path + " " + basecmd + "c++"
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20 changes: 10 additions & 10 deletions platform/macos/display_server_macos.mm
Original file line number Diff line number Diff line change
Expand Up @@ -130,7 +130,7 @@
wpos.x = CLAMP(wpos.x, srect.position.x, srect.position.x + srect.size.width - p_rect.size.width / 3);
wpos.y = CLAMP(wpos.y, srect.position.y, srect.position.y + srect.size.height - p_rect.size.height / 3);
}
// OS X native y-coordinate relative to _get_screens_origin() is negative,
// macOS native y-coordinate relative to _get_screens_origin() is negative,
// Godot passes a positive value.
wpos.y *= -1;
wpos += _get_screens_origin();
Expand Down Expand Up @@ -329,7 +329,7 @@
// Returns the native top-left screen coordinate of the smallest rectangle
// that encompasses all screens. Needed in get_screen_position(),
// window_get_position, and window_set_position()
// to convert between OS X native screen coordinates and the ones expected by Godot.
// to convert between macOS native screen coordinates and the ones expected by Godot.

if (displays_arrangement_dirty) {
const_cast<DisplayServerMacOS *>(this)->_update_displays_arrangement();
Expand All @@ -342,7 +342,7 @@
NSArray *screenArray = [NSScreen screens];
if ((NSUInteger)p_screen < [screenArray count]) {
NSRect nsrect = [[screenArray objectAtIndex:p_screen] frame];
// Return the top-left corner of the screen, for OS X the y starts at the bottom.
// Return the top-left corner of the screen, for macOS the y starts at the bottom.
return Point2i(nsrect.origin.x, nsrect.origin.y + nsrect.size.height) * screen_get_max_scale();
}

Expand Down Expand Up @@ -2127,7 +2127,7 @@
}

Point2i position = _get_native_screen_position(p_screen) - _get_screens_origin();
// OS X native y-coordinate relative to _get_screens_origin() is negative,
// macOS native y-coordinate relative to _get_screens_origin() is negative,
// Godot expects a positive value.
position.y *= -1;
return position;
Expand Down Expand Up @@ -2252,7 +2252,7 @@

Color DisplayServerMacOS::screen_get_pixel(const Point2i &p_position) const {
Point2i position = p_position;
// OS X native y-coordinate relative to _get_screens_origin() is negative,
// macOS native y-coordinate relative to _get_screens_origin() is negative,
// Godot passes a positive value.
position.y *= -1;
position += _get_screens_origin();
Expand Down Expand Up @@ -2532,13 +2532,13 @@
const NSRect nsrect = [wd.window_object convertRectToScreen:contentRect];
Point2i pos;

// Return the position of the top-left corner, for OS X the y starts at the bottom.
// Return the position of the top-left corner, for macOS the y starts at the bottom.
const float scale = screen_get_max_scale();
pos.x = nsrect.origin.x;
pos.y = (nsrect.origin.y + nsrect.size.height);
pos *= scale;
pos -= _get_screens_origin();
// OS X native y-coordinate relative to _get_screens_origin() is negative,
// macOS native y-coordinate relative to _get_screens_origin() is negative,
// Godot expects a positive value.
pos.y *= -1;
return pos;
Expand All @@ -2553,13 +2553,13 @@
const NSRect nsrect = [wd.window_object frame];
Point2i pos;

// Return the position of the top-left corner, for OS X the y starts at the bottom.
// Return the position of the top-left corner, for macOS the y starts at the bottom.
const float scale = screen_get_max_scale();
pos.x = nsrect.origin.x;
pos.y = (nsrect.origin.y + nsrect.size.height);
pos *= scale;
pos -= _get_screens_origin();
// OS X native y-coordinate relative to _get_screens_origin() is negative,
// macOS native y-coordinate relative to _get_screens_origin() is negative,
// Godot expects a positive value.
pos.y *= -1;
return pos;
Expand All @@ -2576,7 +2576,7 @@
}

Point2i position = p_position;
// OS X native y-coordinate relative to _get_screens_origin() is negative,
// macOS native y-coordinate relative to _get_screens_origin() is negative,
// Godot passes a positive value.
position.y *= -1;
position += _get_screens_origin();
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2 changes: 1 addition & 1 deletion platform/macos/key_mapping_macos.mm
Original file line number Diff line number Diff line change
Expand Up @@ -327,7 +327,7 @@
return numpad_keys.has(p_key);
}

// Translates a OS X keycode to a Godot keycode.
// Translates a macOS keycode to a Godot keycode.
Key KeyMappingMacOS::translate_key(unsigned int p_key) {
const Key *key = keysym_map.getptr(p_key);
if (key) {
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