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Fixed a few typos in comments (flutter/engine#33062)
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@ -24,7 +24,7 @@ namespace flutter {
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class LayerTree;
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enum class RasterStatus {
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// Frame has successfully rasterized.
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// Frame has been successfully rasterized.
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kSuccess,
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// Frame is submitted twice. This is only used on Android when
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// switching the background surface to FlutterImageView.
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@ -77,8 +77,8 @@ class FrameDamage {
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}
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// Calculates clip rect for current rasterization. This is diff of layer tree
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// and previous layer tree + any additional provideddamage.
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// If previous layer tree is not specified, clip rect will be nulloptional,
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// and previous layer tree + any additional provided damage.
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// If previous layer tree is not specified, clip rect will be nullopt,
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// but the paint region of layer_tree will be calculated so that it can be
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// used for diffing of subsequent frames.
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std::optional<SkRect> ComputeClipRect(flutter::LayerTree& layer_tree);
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@ -94,7 +94,7 @@ class Engine final : public RuntimeDelegate, PointerDataDispatcher::Delegate {
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/// It is up to the caller to decide to re-purpose the running isolate,
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/// terminate it, or use another shell to host the new isolate. This is
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/// mostly used by embedders which have a fire-and-forget strategy to root
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/// isolate launch. For example, the application may try to "launch" and
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/// isolate launch. For example, the application may try to "launch" an
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/// isolate when the embedders launches or resumes from a paused state. That
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/// the isolate is running is not necessarily a failure condition for them.
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/// But from the engine's perspective, the run configuration was rejected.
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@ -111,7 +111,7 @@ class Engine final : public RuntimeDelegate, PointerDataDispatcher::Delegate {
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/// of sub-components. The engine will attempt to log the same when
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/// possible. With the aid of logs, the common causes of failure are:
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///
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/// * AOT assets give to JIT/DBC mode VM's and vice-versa.
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/// * AOT assets were given to JIT/DBC mode VM's and vice-versa.
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/// * The assets could not be found in the asset manager. Callers must make
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/// sure their run configuration asset managers have been correctly set
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/// up.
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@ -150,7 +150,7 @@ class Engine final : public RuntimeDelegate, PointerDataDispatcher::Delegate {
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/// platform task runner while the engine is running on the UI
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/// task runner.
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///
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/// @see `SemanticsNode`, `SemticsNodeUpdates`,
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/// @see `SemanticsNode`, `SemanticsNodeUpdates`,
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/// `CustomAccessibilityActionUpdates`,
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/// `PlatformView::UpdateSemantics`
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///
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@ -480,7 +480,8 @@ class Engine final : public RuntimeDelegate, PointerDataDispatcher::Delegate {
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/// The following (mis)behavior in the functioning of the method
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/// will cause the jank in the Flutter application:
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/// * The time taken by this method to create a layer-tree exceeds
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/// on frame interval (for example, 16.66 ms on a 60Hz display).
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/// one frame interval (for example, 16.66 ms on a 60Hz
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/// display).
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/// * The time take by this method to generate a new layer-tree
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/// causes the current layer-tree pipeline depth to change. To
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/// illustrate this point, note that maximum pipeline depth used
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@ -591,7 +592,7 @@ class Engine final : public RuntimeDelegate, PointerDataDispatcher::Delegate {
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Dart_Port GetUIIsolateMainPort();
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//----------------------------------------------------------------------------
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/// @brief Gets the debug name of the root isolate. But default, the
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/// @brief Gets the debug name of the root isolate. By default, the
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/// debug name of the isolate is derived from its advisory script
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/// URI, advisory main entrypoint and its main port name. For
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/// example, "main.dart$main-1234" where the script URI is
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@ -629,8 +629,7 @@ class PlatformView {
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//--------------------------------------------------------------------------
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/// @brief Used by the embedder to notify the rasterizer that it will
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/// no
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/// longer attempt to composite the specified texture within
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/// no longer attempt to composite the specified texture within
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/// the layer tree. This allows the rasterizer to collect
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/// associated resources.
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///
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@ -821,7 +820,7 @@ class PlatformView {
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/// @details If this returns `null` that means PlatformMessages should be sent
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/// to the PlatformView. That is to protect legacy behavior, any embedder
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/// that wants to support executing Platform Channel handlers on background
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/// threads should be returing a thread-safe PlatformMessageHandler instead.
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/// threads should be returning a thread-safe PlatformMessageHandler instead.
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virtual std::shared_ptr<PlatformMessageHandler> GetPlatformMessageHandler()
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const;
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@ -108,7 +108,7 @@ class DefaultPointerDataDispatcher : public PointerDataDispatcher {
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///
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/// It works as follows:
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///
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/// When `DispatchPacket` is called while a preivous pointer data dispatch is
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/// When `DispatchPacket` is called while a previous pointer data dispatch is
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/// still in progress (its frame isn't finished yet), it means that an input
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/// event is delivered to us too fast. That potentially means a later event will
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/// be too late which could cause the missing of a frame. Hence we'll cache it
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@ -327,7 +327,7 @@ class Shell final : public PlatformView::Delegate,
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//----------------------------------------------------------------------------
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/// @brief Used by embedders to reload the system fonts in
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/// FontCollection.
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/// FontCollection.
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/// It also clears the cached font families and send system
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/// channel message to framework to rebuild affected widgets.
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///
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