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-rw-r--r--src/core.c36
1 files changed, 18 insertions, 18 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
{