Corrected capitalisation of macOS

In documentation and comments, ignoring thirdparty code
This commit is contained in:
John Veness 2023-03-12 16:48:52 +00:00
parent 550a779851
commit 4505049ba6
6 changed files with 16 additions and 16 deletions

View file

@ -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>
@ -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">

View file

@ -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).

View file

@ -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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@ -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++"

View file

@ -130,7 +130,7 @@ DisplayServerMacOS::WindowID DisplayServerMacOS::_create_window(WindowMode p_mod
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();
@ -329,7 +329,7 @@ Point2i DisplayServerMacOS::_get_screens_origin() const {
// 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();
@ -342,7 +342,7 @@ Point2i DisplayServerMacOS::_get_native_screen_position(int p_screen) const {
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();
}
@ -2127,7 +2127,7 @@ Point2i DisplayServerMacOS::screen_get_position(int p_screen) const {
}
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;
@ -2252,7 +2252,7 @@ Rect2i DisplayServerMacOS::screen_get_usable_rect(int p_screen) const {
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();
@ -2532,13 +2532,13 @@ Point2i DisplayServerMacOS::window_get_position(WindowID p_window) const {
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;
@ -2553,13 +2553,13 @@ Point2i DisplayServerMacOS::window_get_position_with_decorations(WindowID p_wind
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;
@ -2576,7 +2576,7 @@ void DisplayServerMacOS::window_set_position(const Point2i &p_position, WindowID
}
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();

View file

@ -327,7 +327,7 @@ bool KeyMappingMacOS::is_numpad_key(unsigned int p_key) {
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) {