No real changes, just fix some typos in comments in the samples.
Closes #16734 (for 3.0). git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/branches/WX_3_0_BRANCH@78276 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -550,7 +550,7 @@ void MyFrame::BuildDataViewCtrl(wxPanel* parent, unsigned int nPanel, unsigned l
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m_ctrl[0]->AppendColumn( column0 );
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m_ctrl[0]->AppendColumn( column0 );
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#if 0
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#if 0
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// Call this and sorting is enabled
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// Call this and sorting is enabled
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// immediatly upon start up.
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// immediately upon start up.
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column0->SetAsSortKey();
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column0->SetAsSortKey();
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#endif
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#endif
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@@ -75,7 +75,7 @@
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#endif
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#endif
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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// ressources
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// resources
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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// the application icon
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// the application icon
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#ifndef wxHAS_IMAGES_IN_RESOURCES
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#ifndef wxHAS_IMAGES_IN_RESOURCES
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@@ -547,7 +547,7 @@ bool DXFRenderer::ParseEntities(wxInputStream& stream)
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}
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}
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// parse and load a DXF file
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// parse and load a DXF file
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// currently pretty limited, but knows enought do handle 3DFACEs and LINEs
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// currently pretty limited, but knows enough to handle 3DFACEs and LINEs
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bool DXFRenderer::Load(wxInputStream& stream)
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bool DXFRenderer::Load(wxInputStream& stream)
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{
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{
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Clear();
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Clear();
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@@ -45,14 +45,14 @@
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* the mouse, scaled so they are from (-1.0 ... 1.0).
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* the mouse, scaled so they are from (-1.0 ... 1.0).
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*
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*
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* The resulting rotation is returned as a quaternion rotation in the
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* The resulting rotation is returned as a quaternion rotation in the
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* first paramater.
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* first parameter.
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*/
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*/
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void
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void
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trackball(float q[4], float p1x, float p1y, float p2x, float p2y);
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trackball(float q[4], float p1x, float p1y, float p2x, float p2y);
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/*
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/*
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* Given two quaternions, add them together to get a third quaternion.
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* Given two quaternions, add them together to get a third quaternion.
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* Adding quaternions to get a compound rotation is analagous to adding
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* Adding quaternions to get a compound rotation is analogous to adding
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* translations to get a compound translation. When incrementally
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* translations to get a compound translation. When incrementally
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* adding rotations, the first argument here should be the new
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* adding rotations, the first argument here should be the new
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* rotation, the second and third the total rotation (which will be
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* rotation, the second and third the total rotation (which will be
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@@ -11,7 +11,7 @@
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#define _EDIT_H_
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#define _EDIT_H_
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// informations
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// information
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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@@ -124,7 +124,7 @@ private:
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// file
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// file
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wxString m_filename;
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wxString m_filename;
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// lanugage properties
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// language properties
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LanguageInfo const* m_language;
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LanguageInfo const* m_language;
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// margin variables
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// margin variables
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