summaryrefslogtreecommitdiffhomepage
diff options
context:
space:
mode:
authorRay <[email protected]>2021-06-10 17:49:55 +0200
committerRay <[email protected]>2021-06-10 17:49:55 +0200
commit7bc2e922c9a04e9a1bb54088522e0f318feeb17c (patch)
tree4b95c40048cf61c9844f4dacb5430259ccac25a3
parentb0dcdf688f587e88ae1426f0987d1b726dde38d2 (diff)
downloadraylib-7bc2e922c9a04e9a1bb54088522e0f318feeb17c.tar.gz
raylib-7bc2e922c9a04e9a1bb54088522e0f318feeb17c.zip
Review some comments
-rw-r--r--src/core.c36
-rw-r--r--src/models.c6
-rw-r--r--src/raylib.h38
-rw-r--r--src/raymath.h24
-rw-r--r--src/rlgl.h4
-rw-r--r--src/textures.c2
-rw-r--r--src/utils.c2
7 files changed, 56 insertions, 56 deletions
diff --git a/src/core.c b/src/core.c
index 38398e67..62a9777d 100644
--- a/src/core.c
+++ b/src/core.c
@@ -777,7 +777,7 @@ void InitWindow(int width, int height, const char *title)
#endif
#if defined(PLATFORM_WEB)
- // Detect fullscreen change events
+ // Check fullscreen change events
//emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
//emscripten_set_resize_callback("#canvas", NULL, 1, EmscriptenResizeCallback);
@@ -3098,7 +3098,7 @@ void OpenURL(const char *url)
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
-// Detect if a key has been pressed once
+// Check if a key has been pressed once
bool IsKeyPressed(int key)
{
bool pressed = false;
@@ -3109,14 +3109,14 @@ bool IsKeyPressed(int key)
return pressed;
}
-// Detect if a key is being pressed (key held down)
+// Check if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
else return false;
}
-// Detect if a key has been released once
+// Check if a key has been released once
bool IsKeyReleased(int key)
{
bool released = false;
@@ -3127,7 +3127,7 @@ bool IsKeyReleased(int key)
return released;
}
-// Detect if a key is NOT being pressed (key not held down)
+// Check if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
@@ -3189,7 +3189,7 @@ void SetExitKey(int key)
// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
-// Detect if a gamepad is available
+// Check if a gamepad is available
bool IsGamepadAvailable(int gamepad)
{
bool result = false;
@@ -3211,7 +3211,7 @@ bool IsGamepadName(int gamepad, const char *name)
return result;
}
-// Return gamepad internal name id
+// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{
#if defined(PLATFORM_DESKTOP)
@@ -3225,7 +3225,7 @@ const char *GetGamepadName(int gamepad)
return NULL;
}
-// Return gamepad axis count
+// Get gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
@@ -3237,7 +3237,7 @@ int GetGamepadAxisCount(int gamepad)
return CORE.Input.Gamepad.axisCount;
}
-// Return axis movement vector for a gamepad
+// Get axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis)
{
float value = 0;
@@ -3248,7 +3248,7 @@ float GetGamepadAxisMovement(int gamepad, int axis)
return value;
}
-// Detect if a gamepad button has been pressed once
+// Check if a gamepad button has been pressed once
bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
@@ -3260,7 +3260,7 @@ bool IsGamepadButtonPressed(int gamepad, int button)
return pressed;
}
-// Detect if a gamepad button is being pressed
+// Check if a gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
bool result = false;
@@ -3271,7 +3271,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
return result;
}
-// Detect if a gamepad button has NOT been pressed once
+// Check if a gamepad button has NOT been pressed once
bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
@@ -3283,7 +3283,7 @@ bool IsGamepadButtonReleased(int gamepad, int button)
return released;
}
-// Detect if a gamepad button is NOT being pressed
+// Check if a gamepad button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
bool result = false;
@@ -3312,7 +3312,7 @@ int SetGamepadMappings(const char *mappings)
return result;
}
-// Detect if a mouse button has been pressed once
+// Check if a mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
bool pressed = false;
@@ -3325,7 +3325,7 @@ bool IsMouseButtonPressed(int button)
return pressed;
}
-// Detect if a mouse button is being pressed
+// Check if a mouse button is being pressed
bool IsMouseButtonDown(int button)
{
bool down = false;
@@ -3338,7 +3338,7 @@ bool IsMouseButtonDown(int button)
return down;
}
-// Detect if a mouse button has been released once
+// Check if a mouse button has been released once
bool IsMouseButtonReleased(int button)
{
bool released = false;
@@ -3351,7 +3351,7 @@ bool IsMouseButtonReleased(int button)
return released;
}
-// Detect if a mouse button is NOT being pressed
+// Check if a mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
return !IsMouseButtonDown(button);
@@ -5569,7 +5569,7 @@ static void ProcessKeyboard(void)
// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
if (keysBuffer[i] == 0x1b)
{
- // Detect ESC to stop program
+ // Check if ESCAPE key has been pressed to stop program
if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
else
{
diff --git a/src/models.c b/src/models.c
index a93cb750..0db2f789 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2919,7 +2919,7 @@ void DrawBoundingBox(BoundingBox box, Color color)
DrawCubeWires(center, size.x, size.y, size.z, color);
}
-// Detect collision between two spheres
+// Check collision between two spheres
bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2)
{
bool collision = false;
@@ -2942,7 +2942,7 @@ bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, floa
return collision;
}
-// Detect collision between two boxes
+// Check collision between two boxes
// NOTE: Boxes are defined by two points minimum and maximum
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
{
@@ -2958,7 +2958,7 @@ bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
return collision;
}
-// Detect collision between box and sphere
+// Check collision between box and sphere
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
{
bool collision = false;
diff --git a/src/raylib.h b/src/raylib.h
index e8418f9a..fd3366b0 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1075,32 +1075,32 @@ RLAPI void OpenURL(const char *url); // Open URL wi
//------------------------------------------------------------------------------------
// Input-related functions: keyboard
-RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
-RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
-RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
-RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
+RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
+RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
+RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
+RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued
// Input-related functions: gamepads
-RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
+RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
-RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
-RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
-RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
-RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
-RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
+RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
-RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
-RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
+RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
-RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
-RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
-RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
-RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
+RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
RLAPI int GetMouseX(void); // Get mouse position X
RLAPI int GetMouseY(void); // Get mouse position Y
RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
@@ -1449,9 +1449,9 @@ RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source,
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
// Collision detection functions
-RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
-RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
-RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
diff --git a/src/raymath.h b/src/raymath.h
index 03713920..4be5739c 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -42,11 +42,11 @@
#ifndef RAYMATH_H
#define RAYMATH_H
-//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line
-//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line
+//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line
+//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line
#ifndef RAYMATH_STANDALONE
- #include "raylib.h" // Required for structs: Vector3, Matrix
+ #include "raylib.h" // Required for structs: Vector3, Matrix
#endif
#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY)
@@ -55,17 +55,17 @@
#if defined(RAYMATH_IMPLEMENTATION)
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
- #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
+ #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
- #define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
+ #define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
#else
#define RMDEF extern inline // Provide external definition
#endif
#elif defined(RAYMATH_HEADER_ONLY)
- #define RMDEF static inline // Functions may be inlined, no external out-of-line definition
+ #define RMDEF static inline // Functions may be inlined, no external out-of-line definition
#else
#if defined(__TINYC__)
- #define RMDEF static inline // plain inline not supported by tinycc (See issue #435)
+ #define RMDEF static inline // WARNING: Plain inline not supported by tinycc (See issue #435)
#else
#define RMDEF inline // Functions may be inlined or external definition used
#endif
@@ -86,12 +86,12 @@
#define RAD2DEG (180.0f/PI)
#endif
-// Return float vector for Matrix
+// Get float vector for Matrix
#ifndef MatrixToFloat
#define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
#endif
-// Return float vector for Vector3
+// Get float vector for Vector3
#ifndef Vector3ToFloat
#define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
#endif
@@ -559,7 +559,7 @@ RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
return result;
}
-// Return min value for each pair of components
+// Get min value for each pair of components
RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
{
Vector3 result = { 0 };
@@ -571,7 +571,7 @@ RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
return result;
}
-// Return max value for each pair of components
+// Get max value for each pair of components
RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2)
{
Vector3 result = { 0 };
@@ -1487,7 +1487,7 @@ RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
return q;
}
-// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
+// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
// NOTE: Angles are returned in a Vector3 struct in degrees
RMDEF Vector3 QuaternionToEuler(Quaternion q)
{
diff --git a/src/rlgl.h b/src/rlgl.h
index 417861b9..4b88e09d 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -3468,7 +3468,7 @@ void rlSetShader(Shader shader)
// Matrix state management
//-----------------------------------------------------------------------------------------
-// Return internal modelview matrix
+// Get internal modelview matrix
Matrix rlGetMatrixModelview(void)
{
Matrix matrix = MatrixIdentity();
@@ -3497,7 +3497,7 @@ Matrix rlGetMatrixModelview(void)
return matrix;
}
-// Return internal projection matrix
+// Get internal projection matrix
Matrix rlGetMatrixProjection(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
diff --git a/src/textures.c b/src/textures.c
index f80ec568..af098596 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -2646,7 +2646,7 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color
// [x] Optimize ColorAlphaBlend() for faster operations (maybe avoiding divs?)
// [x] Consider fast path: no alpha blending required cases (src has no alpha)
// [x] Consider fast path: same src/dst format with no alpha -> direct line copy
- // [-] GetPixelColor(): Return Vector4 instead of Color, easier for ColorAlphaBlend()
+ // [-] GetPixelColor(): Get Vector4 instead of Color, easier for ColorAlphaBlend()
Color colSrc, colDst, blend;
bool blendRequired = true;
diff --git a/src/utils.c b/src/utils.c
index 2df0a939..2d15bdb3 100644
--- a/src/utils.c
+++ b/src/utils.c
@@ -393,7 +393,7 @@ FILE *android_fopen(const char *fileName, const char *mode)
if (asset != NULL)
{
- // Return pointer to file in the assets
+ // Get pointer to file in the assets
return funopen(asset, android_read, android_write, android_seek, android_close);
}
else