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-rw-r--r--src/UI/SlotArea.cpp6
-rw-r--r--src/UI/Window.cpp2
-rw-r--r--src/UI/Window.h6
-rw-r--r--src/UI/WindowOwner.h2
4 files changed, 8 insertions, 8 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
index 0a9502491..21b6ed0c8 100644
--- a/src/UI/SlotArea.cpp
+++ b/src/UI/SlotArea.cpp
@@ -36,8 +36,8 @@ cSlotArea::cSlotArea(int a_NumSlots, cWindow & a_ParentWindow) :
void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
/*
- LOGD("Slot area with %d slots clicked at slot number %d, clicked item %s, slot item %s",
- GetNumSlots(), a_SlotNum,
+ LOGD("Slot area with %d slots clicked at slot number %d, clicked item %s, slot item %s",
+ GetNumSlots(), a_SlotNum,
ItemToFullString(a_ClickedItem).c_str(),
ItemToFullString(*GetSlot(a_SlotNum, a_Player)).c_str()
);
@@ -1280,7 +1280,7 @@ void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickActio
}
case caLeftClick:
- {
+ {
// Left-clicked
if (DraggingItem.IsEmpty())
{
diff --git a/src/UI/Window.cpp b/src/UI/Window.cpp
index b550068b1..6606beda2 100644
--- a/src/UI/Window.cpp
+++ b/src/UI/Window.cpp
@@ -164,7 +164,7 @@ void cWindow::GetSlots(cPlayer & a_Player, cItems & a_Slots) const
void cWindow::Clicked(
- cPlayer & a_Player,
+ cPlayer & a_Player,
int a_WindowID, short a_SlotNum, eClickAction a_ClickAction,
const cItem & a_ClickedItem
)
diff --git a/src/UI/Window.h b/src/UI/Window.h
index b170a9d78..1872b2c20 100644
--- a/src/UI/Window.h
+++ b/src/UI/Window.h
@@ -36,12 +36,12 @@ typedef std::vector<cSlotArea *> cSlotAreas;
// tolua_begin
-/**
+/**
Represents a UI window.
Each window has a list of players that are currently using it
When there's no player using a window, it is destroyed.
-A window consists of several areas of slots with similar functionality - for example the crafting grid area, or
+A window consists of several areas of slots with similar functionality - for example the crafting grid area, or
the inventory area. Each area knows what its slots are (GetSlot() function) and can handle mouse clicks.
The window acts only as a top-level container for those areas, redirecting the click events to the correct areas.
Inventory painting, introduced in 1.5, is handled by the window, too
@@ -109,7 +109,7 @@ public:
/// Handles a click event from a player
void Clicked(
- cPlayer & a_Player, int a_WindowID,
+ cPlayer & a_Player, int a_WindowID,
short a_SlotNum, eClickAction a_ClickAction,
const cItem & a_ClickedItem
);
diff --git a/src/UI/WindowOwner.h b/src/UI/WindowOwner.h
index e3c73edc4..7a7941e37 100644
--- a/src/UI/WindowOwner.h
+++ b/src/UI/WindowOwner.h
@@ -6,7 +6,7 @@
#include "Window.h"
/*
-Being a descendant of cWindowOwner means that the class can own one window. That window can be
+Being a descendant of cWindowOwner means that the class can own one window. That window can be
queried, opened by other players, closed by players and finally destroyed.
Also, a cWindowOwner can be queried for the block coords where the window is displayed. That will be used
for entities / players in motion to close their windows when they get too far away from the window "source".