diff --git a/effects/blur/blur.cpp b/effects/blur/blur.cpp index 83012b160d..c8b39b6cbb 100644 --- a/effects/blur/blur.cpp +++ b/effects/blur/blur.cpp @@ -245,7 +245,7 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t } data.clip = newClip; - // we dont have to blur a region we dont see + // we don't have to blur a region we don't see m_currentBlur -= newClip; // if we have to paint a non-opaque part of this window that intersects with the // currently blurred region we have to redraw the whole region @@ -268,7 +268,7 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t } m_currentBlur |= expandedBlur; - // we dont consider damaged areas which are occluded and are not + // we don't consider damaged areas which are occluded and are not // explicitly damaged by this window m_damagedArea -= data.clip; m_damagedArea |= data.paint; diff --git a/geometry.cpp b/geometry.cpp index 5c0f303e53..071682ab53 100644 --- a/geometry.cpp +++ b/geometry.cpp @@ -2631,7 +2631,7 @@ void Client::finishMoveResize(bool cancel) setQuickTileMode(electricMode); const ElectricBorder border = electricBorderFromMode(electricMode); if (border == ElectricNone) - kDebug(1212) << "invalid electric mode" << electricMode << "leading to invalid array acces,\ + kDebug(1212) << "invalid electric mode" << electricMode << "leading to invalid array access,\ this should not have happened!"; #ifdef KWIN_BUILD_SCREENEDGES else diff --git a/scene.cpp b/scene.cpp index eb3e4172ec..8509400dd2 100644 --- a/scene.cpp +++ b/scene.cpp @@ -324,7 +324,7 @@ void Scene::paintSimpleScreen(int orig_mask, QRegion region) // Clip out the client area, so we only draw the rest in the next pass data->region -= data->clip; - // if prePaintWindow didnt change the clipping area we only have to paint + // if prePaintWindow didn't change the clipping area we only have to paint // the decoration if (data-> clip == data.key()->clientShape().translated(data.key()->x(), data.key()->y())) { data->mask |= PAINT_DECORATION_ONLY; diff --git a/scene_opengl.cpp b/scene_opengl.cpp index 22f323f7dd..2346a1ea77 100644 --- a/scene_opengl.cpp +++ b/scene_opengl.cpp @@ -656,7 +656,7 @@ void SceneOpenGL::Window::paintDecoration(const QPixmap* decoration, TextureType // This is especially needed if we draw the opaque part of the window // and the decoration in two different passes (as we in Scene::paintSimpleWindow do). // Otherwise we run into the situation that in the first pass there are some - // pending decoration repaints but we dont paint the decoration and in the + // pending decoration repaints but we don't paint the decoration and in the // second pass it's the other way around. if (quads.isEmpty()) return; diff --git a/scene_opengl_glx.cpp b/scene_opengl_glx.cpp index 5eeb5c7406..9ceeb761db 100644 --- a/scene_opengl_glx.cpp +++ b/scene_opengl_glx.cpp @@ -672,7 +672,7 @@ void SceneOpenGL::Texture::bind() { glEnable(mTarget); glBindTexture(mTarget, mTexture); - // if one of the GLTexture::load functions is called, the glxpixmap doesnt + // if one of the GLTexture::load functions is called, the glxpixmap doesn't // have to exist if (options->glStrictBinding && glxpixmap) { glXReleaseTexImageEXT(display(), glxpixmap, GLX_FRONT_LEFT_EXT); @@ -691,7 +691,7 @@ void SceneOpenGL::Texture::unbind() if (hasGLVersion(1, 4, 0)) { glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f); } - // if one of the GLTexture::load functions is called, the glxpixmap doesnt + // if one of the GLTexture::load functions is called, the glxpixmap doesn't // have to exist if (options->glStrictBinding && glxpixmap) { glBindTexture(mTarget, mTexture);