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-rw-r--r--src/raylib.h2
-rw-r--r--src/rcore.c10
2 files changed, 6 insertions, 6 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 3fcf66b3..3b87a137 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -958,7 +958,7 @@ RLAPI void DisableEventWaiting(void); // Disable wai
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
RLAPI void PollInputEvents(void); // Register all input events
-RLAPI void WaitTime(double waitSeconds); // Wait for some time (halt program execution)
+RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
// Cursor-related functions
RLAPI void ShowCursor(void); // Shows cursor
diff --git a/src/rcore.c b/src/rcore.c
index 259b607c..8c04e352 100644
--- a/src/rcore.c
+++ b/src/rcore.c
@@ -4824,20 +4824,20 @@ static void InitTimer(void)
// take longer than expected... for that reason we use the busy wait loop
// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
-void WaitTime(double waitSeconds)
+void WaitTime(double seconds)
{
#if defined(SUPPORT_BUSY_WAIT_LOOP)
double previousTime = GetTime();
double currentTime = 0.0;
// Busy wait loop
- while ((currentTime - previousTime) < waitSeconds) currentTime = GetTime();
+ while ((currentTime - previousTime) < seconds) currentTime = GetTime();
#else
#if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
- double destinationTime = GetTime() + waitSeconds;
- double sleepSeconds = waitSeconds - waitSeconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
+ double destinationTime = GetTime() + seconds;
+ double sleepSeconds = seconds - seconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
#else
- double sleepSeconds = waitSeconds;
+ double sleepSeconds = seconds;
#endif
// System halt functions