Fix some typos (#16623)

Cherry created

This PR fixes some typos I found in the source code.

Release Notes:

- N/A

Change summary

crates/gpui/src/platform/windows/direct_write.rs |  2 
crates/gpui/src/platform/windows/events.rs       |  6 ++--
crates/gpui/src/platform/windows/window.rs       | 26 +++++++++---------
3 files changed, 17 insertions(+), 17 deletions(-)

Detailed changes

crates/gpui/src/platform/windows/direct_write.rs 🔗

@@ -301,7 +301,7 @@ impl DirectWriteState {
                         continue;
                     };
                     if fonts.GetFontCount() == 0 {
-                        log::error!("No mathcing font find for {}", family_name);
+                        log::error!("No matching font found for {}", family_name);
                         continue;
                     }
                     let font = fonts.GetFontFaceReference(0)?.CreateFontFace()?;

crates/gpui/src/platform/windows/events.rs 🔗

@@ -758,7 +758,7 @@ fn handle_dpi_changed_msg(
     let new_dpi = wparam.loword() as f32;
     let mut lock = state_ptr.state.borrow_mut();
     lock.scale_factor = new_dpi / USER_DEFAULT_SCREEN_DPI as f32;
-    lock.border_offset.udpate(handle).log_err();
+    lock.border_offset.update(handle).log_err();
     drop(lock);
 
     let rect = unsafe { &*(lparam.0 as *const RECT) };
@@ -796,7 +796,7 @@ fn handle_dpi_changed_msg(
 fn handle_display_change_msg(handle: HWND, state_ptr: Rc<WindowsWindowStatePtr>) -> Option<isize> {
     // NOTE:
     // Even the `lParam` holds the resolution of the screen, we just ignore it.
-    // Because WM_DPICHANGED, WM_MOVE, WM_SIEZ will come first, window reposition and resize
+    // Because WM_DPICHANGED, WM_MOVE, WM_SIZE will come first, window reposition and resize
     // are handled there.
     // So we only care about if monitor is disconnected.
     let previous_monitor = state_ptr.as_ref().state.borrow().display;
@@ -1087,7 +1087,7 @@ fn handle_system_settings_changed(
     // mouse double click
     lock.click_state.system_update();
     // window border offset
-    lock.border_offset.udpate(handle).log_err();
+    lock.border_offset.update(handle).log_err();
     Some(0)
 }
 

crates/gpui/src/platform/windows/window.rs 🔗

@@ -166,7 +166,7 @@ impl WindowsWindowState {
 
     /// get the logical size of the app's drawable area.
     ///
-    /// Currently, GPUI uses logical size of the app to handle mouse interactions (such as
+    /// Currently, GPUI uses the logical size of the app to handle mouse interactions (such as
     /// whether the mouse collides with other elements of GPUI).
     fn content_size(&self) -> Size<Pixels> {
         self.logical_size
@@ -187,13 +187,13 @@ impl WindowsWindowState {
     }
 
     fn title_bar_height(&self) -> Pixels {
-        // todo(windows) this is hard set to match the ui title bar
+        // todo(windows) this is hardcoded to match the ui title bar
         //               in the future the ui title bar component will report the size
         px(32.) + self.title_bar_top_offset()
     }
 
     pub(crate) fn caption_button_width(&self) -> Pixels {
-        // todo(windows) this is hard set to match the ui title bar
+        // todo(windows) this is hardcoded to match the ui title bar
         //               in the future the ui title bar component will report the size
         px(36.)
     }
@@ -343,8 +343,8 @@ impl WindowsWindow {
             };
             let mut lock = state_ptr.state.borrow_mut();
             let bounds = bounds.to_device_pixels(lock.scale_factor);
-            lock.border_offset.udpate(raw_hwnd)?;
-            placement.rcNormalPosition = calcualte_window_rect(bounds, lock.border_offset);
+            lock.border_offset.update(raw_hwnd)?;
+            placement.rcNormalPosition = calculate_window_rect(bounds, lock.border_offset);
             drop(lock);
             SetWindowPlacement(raw_hwnd, &placement)?;
         }
@@ -404,7 +404,7 @@ impl PlatformWindow for WindowsWindow {
 
     /// get the logical size of the app's drawable area.
     ///
-    /// Currently, GPUI uses logical size of the app to handle mouse interactions (such as
+    /// Currently, GPUI uses the logical size of the app to handle mouse interactions (such as
     /// whether the mouse collides with other elements of GPUI).
     fn content_size(&self) -> Size<Pixels> {
         self.0.state.borrow().content_size()
@@ -897,7 +897,7 @@ pub(crate) struct WindowBorderOffset {
 }
 
 impl WindowBorderOffset {
-    pub(crate) fn udpate(&mut self, hwnd: HWND) -> anyhow::Result<()> {
+    pub(crate) fn update(&mut self, hwnd: HWND) -> anyhow::Result<()> {
         let window_rect = unsafe {
             let mut rect = std::mem::zeroed();
             GetWindowRect(hwnd, &mut rect)?;
@@ -1015,9 +1015,9 @@ fn register_drag_drop(state_ptr: Rc<WindowsWindowStatePtr>) -> Result<()> {
     Ok(())
 }
 
-fn calcualte_window_rect(bounds: Bounds<DevicePixels>, border_offset: WindowBorderOffset) -> RECT {
+fn calculate_window_rect(bounds: Bounds<DevicePixels>, border_offset: WindowBorderOffset) -> RECT {
     // NOTE:
-    // The reason that not using `AdjustWindowRectEx()` here is
+    // The reason we're not using `AdjustWindowRectEx()` here is
     // that the size reported by this function is incorrect.
     // You can test it, and there are similar discussions online.
     // See: https://stackoverflow.com/questions/12423584/how-to-set-exact-client-size-for-overlapped-window-winapi
@@ -1032,11 +1032,11 @@ fn calcualte_window_rect(bounds: Bounds<DevicePixels>, border_offset: WindowBord
     let left_offset = border_offset.width_offset / 2;
     let top_offset = border_offset.height_offset / 2;
     let right_offset = border_offset.width_offset - left_offset;
-    let bottom_offet = border_offset.height_offset - top_offset;
+    let bottom_offset = border_offset.height_offset - top_offset;
     rect.left -= left_offset;
     rect.top -= top_offset;
     rect.right += right_offset;
-    rect.bottom += bottom_offet;
+    rect.bottom += bottom_offset;
     rect
 }
 
@@ -1048,11 +1048,11 @@ fn calculate_client_rect(
     let left_offset = border_offset.width_offset / 2;
     let top_offset = border_offset.height_offset / 2;
     let right_offset = border_offset.width_offset - left_offset;
-    let bottom_offet = border_offset.height_offset - top_offset;
+    let bottom_offset = border_offset.height_offset - top_offset;
     let left = rect.left + left_offset;
     let top = rect.top + top_offset;
     let right = rect.right - right_offset;
-    let bottom = rect.bottom - bottom_offet;
+    let bottom = rect.bottom - bottom_offset;
     let physical_size = size(DevicePixels(right - left), DevicePixels(bottom - top));
     Bounds {
         origin: logical_point(left as f32, top as f32, scale_factor),