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Fix some typos (#16623)
This PR fixes some typos I found in the source code. Release Notes: - N/A
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406d3b413d
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feab1261c8
@ -301,7 +301,7 @@ impl DirectWriteState {
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continue;
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};
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if fonts.GetFontCount() == 0 {
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log::error!("No mathcing font find for {}", family_name);
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log::error!("No matching font found for {}", family_name);
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continue;
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}
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let font = fonts.GetFontFaceReference(0)?.CreateFontFace()?;
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@ -758,7 +758,7 @@ fn handle_dpi_changed_msg(
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let new_dpi = wparam.loword() as f32;
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let mut lock = state_ptr.state.borrow_mut();
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lock.scale_factor = new_dpi / USER_DEFAULT_SCREEN_DPI as f32;
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lock.border_offset.udpate(handle).log_err();
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lock.border_offset.update(handle).log_err();
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drop(lock);
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let rect = unsafe { &*(lparam.0 as *const RECT) };
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@ -796,7 +796,7 @@ fn handle_dpi_changed_msg(
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fn handle_display_change_msg(handle: HWND, state_ptr: Rc<WindowsWindowStatePtr>) -> Option<isize> {
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// NOTE:
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// Even the `lParam` holds the resolution of the screen, we just ignore it.
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// Because WM_DPICHANGED, WM_MOVE, WM_SIEZ will come first, window reposition and resize
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// Because WM_DPICHANGED, WM_MOVE, WM_SIZE will come first, window reposition and resize
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// are handled there.
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// So we only care about if monitor is disconnected.
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let previous_monitor = state_ptr.as_ref().state.borrow().display;
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@ -1087,7 +1087,7 @@ fn handle_system_settings_changed(
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// mouse double click
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lock.click_state.system_update();
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// window border offset
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lock.border_offset.udpate(handle).log_err();
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lock.border_offset.update(handle).log_err();
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Some(0)
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}
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@ -166,7 +166,7 @@ impl WindowsWindowState {
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/// get the logical size of the app's drawable area.
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///
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/// Currently, GPUI uses logical size of the app to handle mouse interactions (such as
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/// Currently, GPUI uses the logical size of the app to handle mouse interactions (such as
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/// whether the mouse collides with other elements of GPUI).
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fn content_size(&self) -> Size<Pixels> {
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self.logical_size
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@ -187,13 +187,13 @@ impl WindowsWindowState {
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}
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fn title_bar_height(&self) -> Pixels {
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// todo(windows) this is hard set to match the ui title bar
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// todo(windows) this is hardcoded to match the ui title bar
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// in the future the ui title bar component will report the size
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px(32.) + self.title_bar_top_offset()
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}
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pub(crate) fn caption_button_width(&self) -> Pixels {
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// todo(windows) this is hard set to match the ui title bar
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// todo(windows) this is hardcoded to match the ui title bar
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// in the future the ui title bar component will report the size
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px(36.)
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}
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@ -343,8 +343,8 @@ impl WindowsWindow {
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};
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let mut lock = state_ptr.state.borrow_mut();
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let bounds = bounds.to_device_pixels(lock.scale_factor);
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lock.border_offset.udpate(raw_hwnd)?;
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placement.rcNormalPosition = calcualte_window_rect(bounds, lock.border_offset);
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lock.border_offset.update(raw_hwnd)?;
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placement.rcNormalPosition = calculate_window_rect(bounds, lock.border_offset);
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drop(lock);
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SetWindowPlacement(raw_hwnd, &placement)?;
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}
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@ -404,7 +404,7 @@ impl PlatformWindow for WindowsWindow {
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/// get the logical size of the app's drawable area.
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///
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/// Currently, GPUI uses logical size of the app to handle mouse interactions (such as
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/// Currently, GPUI uses the logical size of the app to handle mouse interactions (such as
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/// whether the mouse collides with other elements of GPUI).
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fn content_size(&self) -> Size<Pixels> {
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self.0.state.borrow().content_size()
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@ -897,7 +897,7 @@ pub(crate) struct WindowBorderOffset {
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}
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impl WindowBorderOffset {
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pub(crate) fn udpate(&mut self, hwnd: HWND) -> anyhow::Result<()> {
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pub(crate) fn update(&mut self, hwnd: HWND) -> anyhow::Result<()> {
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let window_rect = unsafe {
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let mut rect = std::mem::zeroed();
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GetWindowRect(hwnd, &mut rect)?;
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@ -1015,9 +1015,9 @@ fn register_drag_drop(state_ptr: Rc<WindowsWindowStatePtr>) -> Result<()> {
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Ok(())
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}
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fn calcualte_window_rect(bounds: Bounds<DevicePixels>, border_offset: WindowBorderOffset) -> RECT {
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fn calculate_window_rect(bounds: Bounds<DevicePixels>, border_offset: WindowBorderOffset) -> RECT {
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// NOTE:
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// The reason that not using `AdjustWindowRectEx()` here is
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// The reason we're not using `AdjustWindowRectEx()` here is
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// that the size reported by this function is incorrect.
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// You can test it, and there are similar discussions online.
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// See: https://stackoverflow.com/questions/12423584/how-to-set-exact-client-size-for-overlapped-window-winapi
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@ -1032,11 +1032,11 @@ fn calcualte_window_rect(bounds: Bounds<DevicePixels>, border_offset: WindowBord
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let left_offset = border_offset.width_offset / 2;
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let top_offset = border_offset.height_offset / 2;
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let right_offset = border_offset.width_offset - left_offset;
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let bottom_offet = border_offset.height_offset - top_offset;
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let bottom_offset = border_offset.height_offset - top_offset;
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rect.left -= left_offset;
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rect.top -= top_offset;
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rect.right += right_offset;
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rect.bottom += bottom_offet;
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rect.bottom += bottom_offset;
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rect
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}
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@ -1048,11 +1048,11 @@ fn calculate_client_rect(
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let left_offset = border_offset.width_offset / 2;
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let top_offset = border_offset.height_offset / 2;
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let right_offset = border_offset.width_offset - left_offset;
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let bottom_offet = border_offset.height_offset - top_offset;
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let bottom_offset = border_offset.height_offset - top_offset;
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let left = rect.left + left_offset;
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let top = rect.top + top_offset;
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let right = rect.right - right_offset;
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let bottom = rect.bottom - bottom_offet;
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let bottom = rect.bottom - bottom_offset;
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let physical_size = size(DevicePixels(right - left), DevicePixels(bottom - top));
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Bounds {
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origin: logical_point(left as f32, top as f32, scale_factor),
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