docs: fix punctuation errors in native-image.m (#19620)

* Added correct punctuation to sentences in documentation as well as changed lets to consts to pass the docs linter

* Fixed inconsistent indentation
This commit is contained in:
pi1024e 2019-08-19 18:15:13 -04:00 committed by Samuel Attard
parent bd11be98aa
commit 0851697cb7

View file

@ -14,11 +14,11 @@ image file path as a `String`:
const { BrowserWindow, Tray } = require('electron')
const appIcon = new Tray('/Users/somebody/images/icon.png')
let win = new BrowserWindow({ icon: '/Users/somebody/images/window.png' })
const win = new BrowserWindow({ icon: '/Users/somebody/images/window.png' })
console.log(appIcon, win)
```
Or read the image from the clipboard which returns a `NativeImage`:
Or read the image from the clipboard, which returns a `NativeImage`:
```javascript
const { clipboard, Tray } = require('electron')
@ -33,19 +33,19 @@ Currently `PNG` and `JPEG` image formats are supported. `PNG` is recommended
because of its support for transparency and lossless compression.
On Windows, you can also load `ICO` icons from file paths. For best visual
quality it is recommended to include at least the following sizes in the:
quality, it is recommended to include at least the following sizes in the:
* Small icon
* 16x16 (100% DPI scale)
* 20x20 (125% DPI scale)
* 24x24 (150% DPI scale)
* 32x32 (200% DPI scale)
* 16x16 (100% DPI scale)
* 20x20 (125% DPI scale)
* 24x24 (150% DPI scale)
* 32x32 (200% DPI scale)
* Large icon
* 32x32 (100% DPI scale)
* 40x40 (125% DPI scale)
* 48x48 (150% DPI scale)
* 64x64 (200% DPI scale)
* 256x256
* 32x32 (100% DPI scale)
* 40x40 (125% DPI scale)
* 48x48 (150% DPI scale)
* 64x64 (200% DPI scale)
* 256x256
Check the *Size requirements* section in [this article][icons].
@ -56,7 +56,7 @@ Check the *Size requirements* section in [this article][icons].
On platforms that have high-DPI support such as Apple Retina displays, you can
append `@2x` after image's base filename to mark it as a high resolution image.
For example if `icon.png` is a normal image that has standard resolution, then
For example, if `icon.png` is a normal image that has standard resolution, then
`icon@2x.png` will be treated as a high resolution image that has double DPI
density.
@ -73,11 +73,11 @@ images/
```javascript
const { Tray } = require('electron')
let appIcon = new Tray('/Users/somebody/images/icon.png')
const appIcon = new Tray('/Users/somebody/images/icon.png')
console.log(appIcon)
```
Following suffixes for DPI are also supported:
The following suffixes for DPI are also supported:
* `@1x`
* `@1.25x`
@ -97,7 +97,7 @@ Template images consist of black and an alpha channel.
Template images are not intended to be used as standalone images and are usually
mixed with other content to create the desired final appearance.
The most common case is to use template images for a menu bar icon so it can
The most common case is to use template images for a menu bar icon, so it can
adapt to both light and dark menu bars.
**Note:** Template image is only supported on macOS.
@ -132,7 +132,7 @@ a valid image.
```javascript
const nativeImage = require('electron').nativeImage
let image = nativeImage.createFromPath('/Users/somebody/images/icon.png')
const image = nativeImage.createFromPath('/Users/somebody/images/icon.png')
console.log(image)
```
@ -180,7 +180,8 @@ Creates a new `NativeImage` instance from the NSImage that maps to the
given image name. See [`System Icons`](https://developer.apple.com/design/human-interface-guidelines/macos/icons-and-images/system-icons/)
for a list of possible values.
The `hslShift` is applied to the image with the following rules
The `hslShift` is applied to the image with the following rules:
* `hsl_shift[0]` (hue): The absolute hue value for the image - 0 and 1 map
to 0 and 360 on the hue color wheel (red).
* `hsl_shift[1]` (saturation): A saturation shift for the image, with the
@ -248,9 +249,9 @@ Returns `String` - The data URL of the image.
Returns `Buffer` - A [Buffer][buffer] that contains the image's raw bitmap pixel data.
The difference between `getBitmap()` and `toBitmap()` is, `getBitmap()` does not
The difference between `getBitmap()` and `toBitmap()` is that `getBitmap()` does not
copy the bitmap data, so you have to use the returned Buffer immediately in
current event loop tick, otherwise the data might be changed or destroyed.
current event loop tick; otherwise the data might be changed or destroyed.
#### `image.getNativeHandle()` _macOS_
@ -295,7 +296,7 @@ Returns `NativeImage` - The cropped image.
* `width` Integer (optional) - Defaults to the image's width.
* `height` Integer (optional) - Defaults to the image's height.
* `quality` String (optional) - The desired quality of the resize image.
Possible values are `good`, `better` or `best`. The default is `best`.
Possible values are `good`, `better`, or `best`. The default is `best`.
These values express a desired quality/speed tradeoff. They are translated
into an algorithm-specific method that depends on the capabilities
(CPU, GPU) of the underlying platform. It is possible for all three methods