Fixed some typos.

This commit is contained in:
Harrison Deng 2020-07-06 14:04:49 -05:00
parent 80adda7afb
commit 74b1728dcb
6 changed files with 7 additions and 7 deletions

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@ -3,7 +3,7 @@ using System;
namespace SlatedGameToolkit.Framework.Exceptions namespace SlatedGameToolkit.Framework.Exceptions
{ {
/// <summary> /// <summary>
/// An exception that is thrown when an error occurrs on the game framework level that shouldn't have occurred and is definitely considered a bug. /// An exception that is thrown when an error occurs on the game framework level that shouldn't have occurred and is definitely considered a bug.
/// </summary> /// </summary>
internal class InternalFrameworkException : FrameworkException { internal class InternalFrameworkException : FrameworkException {
const string ADDITIONAL_MESSAGE = "**This exception is a framework bug!**"; const string ADDITIONAL_MESSAGE = "**This exception is a framework bug!**";

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@ -4,7 +4,7 @@ using SDL2;
namespace SlatedGameToolkit.Framework.Exceptions namespace SlatedGameToolkit.Framework.Exceptions
{ {
/// <summary> /// <summary>
/// An SDLException is defined as an exception that is thrown whenever an error occurrs in any SDL functions. /// An SDLException is defined as an exception that is thrown whenever an error occurs in any SDL functions.
/// </summary> /// </summary>
[Serializable] [Serializable]
public class SDLException : FrameworkException { public class SDLException : FrameworkException {

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@ -79,7 +79,7 @@ namespace SlatedGameToolkit.Framework.Graphics.Window
/// Whether or not to attempt to perform vertical synchronization. /// Whether or not to attempt to perform vertical synchronization.
/// Will use adaptive sync if supported. /// Will use adaptive sync if supported.
/// If this window is not the current active window, retrieving and setting requires a context switch. /// If this window is not the current active window, retrieving and setting requires a context switch.
/// If a context switch was nessecary, will automatically switch back to previous once operation is complete. /// If a context switch was necessary, will automatically switch back to previous once operation is complete.
/// If neither normal VSync or adaptive sync are available, enabling will throw an OptionalSDLException. /// If neither normal VSync or adaptive sync are available, enabling will throw an OptionalSDLException.
/// </summary> /// </summary>
/// <value></value> /// <value></value>

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@ -12,6 +12,6 @@ namespace SlatedGameToolkit.Framework.Logging
/// <param name="message">The message to be logged.</param> /// <param name="message">The message to be logged.</param>
/// <param name="time">The time at which this message was requested to be logged.</param> /// <param name="time">The time at which this message was requested to be logged.</param>
/// <param name="level">The severity of this message.</param> /// <param name="level">The severity of this message.</param>
void LogMesesage(string message, DateTime time, LogLevel level); void LogMessage(string message, DateTime time, LogLevel level);
} }
} }

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@ -10,12 +10,12 @@ namespace SlatedGameToolkit.Framework.Logging
/// Logs the message to listeners that are listening to the set severity of the message or greater. /// Logs the message to listeners that are listening to the set severity of the message or greater.
/// </summary> /// </summary>
/// <param name="message">The message to log.</param> /// <param name="message">The message to log.</param>
/// <param name="level">The level of severity, by defeault, info.</param> /// <param name="level">The level of severity, by default, info.</param>
public static void Log(string message, LogLevel level = LogLevel.INFO) { public static void Log(string message, LogLevel level = LogLevel.INFO) {
foreach (ILogListener listener in listeners) foreach (ILogListener listener in listeners)
{ {
if (level <= listener.Level) { if (level <= listener.Level) {
listener.LogMesesage(message, DateTime.Now, level); listener.LogMessage(message, DateTime.Now, level);
} }
} }
} }

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@ -15,7 +15,7 @@ namespace SlatedGameToolkit.Tools.Utilities.Playground
this.interaction = interaction; this.interaction = interaction;
} }
public void LogMesesage(string message, DateTime time, LogLevel level) public void LogMessage(string message, DateTime time, LogLevel level)
{ {
Console.SetCursorPosition(0, Console.CursorTop); Console.SetCursorPosition(0, Console.CursorTop);
Console.WriteLine(string.Format("Engine [{0}] [{1}]: {2}", level, time.ToString("H:mm:ss"), message)); Console.WriteLine(string.Format("Engine [{0}] [{1}]: {2}", level, time.ToString("H:mm:ss"), message));