diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 36 |
1 files changed, 18 insertions, 18 deletions
@@ -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 { |
