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| author | Ray <[email protected]> | 2024-04-20 20:31:06 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2024-04-20 20:31:06 +0200 |
| commit | e85f245ad43283a46bab866d8612569c3246883b (patch) | |
| tree | eaaa6b394b7b5613d53b790221cd5cf6282955a1 /src/rcore.c | |
| parent | c1943f0f7c253cd839c7633e02d3d7f3aa3a6833 (diff) | |
| download | raylib-e85f245ad43283a46bab866d8612569c3246883b.tar.gz raylib-e85f245ad43283a46bab866d8612569c3246883b.zip | |
REVIEWED: Remove final punctuation in code comments
Diffstat (limited to 'src/rcore.c')
| -rw-r--r-- | src/rcore.c | 41 |
1 files changed, 16 insertions, 25 deletions
diff --git a/src/rcore.c b/src/rcore.c index b4aaed68..d2e4a35e 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -296,7 +296,7 @@ typedef struct CoreData { char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state // NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially - char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame. + char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue int keyPressedQueueCount; // Input keys queue count @@ -806,7 +806,7 @@ bool IsCursorHidden(void) return CORE.Input.Mouse.cursorHidden; } -// Check if cursor is on the current screen. +// Check if cursor is on the current screen bool IsCursorOnScreen(void) { return CORE.Input.Mouse.cursorOnScreen; @@ -1213,9 +1213,9 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device) config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); // Compute camera transformation matrices - // NOTE: Camera movement might seem more natural if we model the head. + // NOTE: Camera movement might seem more natural if we model the head // Our axis of rotation is the base of our head, so we might want to add - // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. + // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions config.viewOffset[0] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f); config.viewOffset[1] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f); @@ -1462,9 +1462,10 @@ Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); - // Unproject the mouse cursor in the near plane. - // We need this as the source position because orthographic projects, compared to perspective doesn't have a - // convergence point, meaning that the "eye" of the camera is more like a plane than a point. + // Unproject the mouse cursor in the near plane + // We need this as the source position because orthographic projects, + // compared to perspective doesn't have a convergence point, + // meaning that the "eye" of the camera is more like a plane than a point Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); // Calculate normalized direction vector @@ -1495,12 +1496,12 @@ Matrix GetCameraMatrix2D(Camera2D camera) // 1. Move it to target // 2. Rotate by -rotation and scale by (1/zoom) // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller), - // not for the camera getting bigger, hence the invert. Same deal with rotation. + // not for the camera getting bigger, hence the invert. Same deal with rotation // 3. Move it by (-offset); // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera) // we need to do it into opposite direction (inverse transform) - // Having camera transform in world-space, inverse of it gives the modelview transform. + // Having camera transform in world-space, inverse of it gives the modelview transform // Since (A*B*C)' = C'*B'*A', the modelview is // 1. Move to offset // 2. Rotate and Scale @@ -1691,7 +1692,7 @@ void WaitTime(double seconds) req.tv_sec = sec; req.tv_nsec = nsec; - // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. + // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated while (nanosleep(&req, &req) == -1) continue; #endif #if defined(__APPLE__) @@ -1826,7 +1827,7 @@ void TakeScreenshot(const char *fileName) // Setup window configuration flags (view FLAGS) // NOTE: This function is expected to be called before window creation, -// because it sets up some flags for the window creation process. +// because it sets up some flags for the window creation process // To configure window states after creation, just use SetWindowState() void SetConfigFlags(unsigned int flags) { @@ -3085,10 +3086,10 @@ int GetTouchPointCount(void) // Initialize hi-resolution timer void InitTimer(void) { - // Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. - // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. - // High resolutions can also prevent the CPU power management system from entering power-saving modes. - // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter. + // Setting a higher resolution can improve the accuracy of time-out intervals in wait functions + // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often + // High resolutions can also prevent the CPU power management system from entering power-saving modes + // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter #if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_DESKTOP_SDL) timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) #endif @@ -3572,16 +3573,6 @@ static void RecordAutomationEvent(void) } //------------------------------------------------------------------------------------- #endif - - // Window events recording - //------------------------------------------------------------------------------------- - // TODO. - //------------------------------------------------------------------------------------- - - // Custom actions events recording - //------------------------------------------------------------------------------------- - // TODO. - //------------------------------------------------------------------------------------- } #endif |
