Fixed typo in comments and onscreen help.
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@@ -88,7 +88,7 @@ class OSGGA_EXPORT DriveManipulator : public MatrixManipulator
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Return true is camera has moved and a redraw is required.*/
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bool calcMovement();
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// Internal event stack comprising last three mouse events.
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// Internal event stack comprising last two mouse events.
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osg::ref_ptr<const GUIEventAdapter> _ga_t1;
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osg::ref_ptr<const GUIEventAdapter> _ga_t0;
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@@ -95,7 +95,7 @@ class OSGGA_EXPORT FlightManipulator : public MatrixManipulator
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bool calcMovement();
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// Internal event stack comprising last three mouse events.
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// Internal event stack comprising last two mouse events.
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osg::ref_ptr<const GUIEventAdapter> _ga_t1;
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osg::ref_ptr<const GUIEventAdapter> _ga_t0;
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@@ -164,7 +164,7 @@ class OSGGA_EXPORT NodeTrackerManipulator : public MatrixManipulator
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void clampOrientation();
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// Internal event stack comprising last three mouse events.
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// Internal event stack comprising last two mouse events.
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osg::ref_ptr<const GUIEventAdapter> _ga_t1;
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osg::ref_ptr<const GUIEventAdapter> _ga_t0;
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@@ -108,7 +108,7 @@ class OSGGA_EXPORT TerrainManipulator : public MatrixManipulator
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void clampOrientation();
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// Internal event stack comprising last three mouse events.
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// Internal event stack comprising last two mouse events.
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osg::ref_ptr<const GUIEventAdapter> _ga_t1;
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osg::ref_ptr<const GUIEventAdapter> _ga_t0;
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@@ -124,7 +124,7 @@ class OSGGA_EXPORT TrackballManipulator : public MatrixManipulator
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If speed is below a threshold then return false, otherwise return true.*/
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bool isMouseMoving();
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// Internal event stack comprising last three mouse events.
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// Internal event stack comprising last two mouse events.
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osg::ref_ptr<const GUIEventAdapter> _ga_t1;
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osg::ref_ptr<const GUIEventAdapter> _ga_t0;
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@@ -154,7 +154,7 @@ void NodeTrackerManipulator::getUsage(osg::ApplicationUsage& usage) const
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{
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usage.addKeyboardMouseBinding("NodeTracker: Space","Reset the viewing position to home");
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usage.addKeyboardMouseBinding("NodeTracker: +","When in stereo, increase the fusion distance");
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usage.addKeyboardMouseBinding("NodeTracker: -","When in stereo, reduse the fusion distance");
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usage.addKeyboardMouseBinding("NodeTracker: -","When in stereo, reduce the fusion distance");
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}
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bool NodeTrackerManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
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@@ -91,7 +91,7 @@ void TerrainManipulator::getUsage(osg::ApplicationUsage& usage) const
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{
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usage.addKeyboardMouseBinding("Terrain: Space","Reset the viewing position to home");
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usage.addKeyboardMouseBinding("Terrain: +","When in stereo, increase the fusion distance");
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usage.addKeyboardMouseBinding("Terrain: -","When in stereo, reduse the fusion distance");
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usage.addKeyboardMouseBinding("Terrain: -","When in stereo, reduce the fusion distance");
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}
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bool TerrainManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
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@@ -69,7 +69,7 @@ void TrackballManipulator::getUsage(osg::ApplicationUsage& usage) const
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{
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usage.addKeyboardMouseBinding("Trackball: Space","Reset the viewing position to home");
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usage.addKeyboardMouseBinding("Trackball: +","When in stereo, increase the fusion distance");
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usage.addKeyboardMouseBinding("Trackball: -","When in stereo, reduse the fusion distance");
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usage.addKeyboardMouseBinding("Trackball: -","When in stereo, reduce the fusion distance");
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}
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bool TrackballManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& us)
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@@ -1194,7 +1194,5 @@ void ViewerEventHandler::getUsage(osg::ApplicationUsage& usage) const
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usage.addKeyboardMouseBinding("s","Toggle instrumention");
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usage.addKeyboardMouseBinding("v","Toggle block and vsync");
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usage.addKeyboardMouseBinding("z","Start recording camera path.");
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usage.addKeyboardMouseBinding("Z","If recording camera path stop recording camera path, save to \"saved_animation.path\"\nThen start viewing from being on animation path");
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// usage.addKeyboardMouseBinding("+","When in stereo, increase the fusion distance");
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// usage.addKeyboardMouseBinding("-","When in stereo, reduse the fusion distance");
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usage.addKeyboardMouseBinding("Z","If recording camera path stop recording camera path, save to \"saved_animation.path\"\nThen restart camera from beginning on animation path");
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}
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