diff options
Diffstat (limited to 'src/platforms/rcore_desktop_sdl.c')
| -rw-r--r-- | src/platforms/rcore_desktop_sdl.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c index 4a3195d8..a274f25d 100644 --- a/src/platforms/rcore_desktop_sdl.c +++ b/src/platforms/rcore_desktop_sdl.c @@ -48,7 +48,7 @@ * **********************************************************************************************/ -#include "SDL.h" // SDL base library (window/rendered, input, timming... functionality) +#include "SDL.h" // SDL base library (window/rendered, input, timing... functionality) #if defined(GRAPHICS_API_OPENGL_ES2) // It seems it does not need to be included to work @@ -598,7 +598,7 @@ void SetWindowMonitor(int monitor) // NOTE: // 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3, // see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba - // 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again. + // 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again. const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false; const int screenWidth = CORE.Window.screen.width; @@ -617,7 +617,7 @@ void SetWindowMonitor(int monitor) // ending up positioned partly outside the target display. // 2. The workaround for that is, previously to moving the window, // setting the window size to the target display size, so they match. - // 3. It was't done here because we can't assume changing the window size automatically + // 3. It wasn't done here because we can't assume changing the window size automatically // is acceptable behavior by the user. SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y); CORE.Window.position.x = usableBounds.x; @@ -1012,7 +1012,7 @@ void PollInputEvents(void) // Register previous mouse states for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; - // Poll input events for current plaform + // Poll input events for current platform //----------------------------------------------------------------------------- /* // WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values @@ -1318,7 +1318,7 @@ int InitPlatform(void) // Init OpenGL context platform.glContext = SDL_GL_CreateContext(platform.window); - // Check window and glContext have been initialized succesfully + // Check window and glContext have been initialized successfully if ((platform.window != NULL) && (platform.glContext != NULL)) { CORE.Window.ready = true; @@ -1362,7 +1362,7 @@ int InitPlatform(void) SDL_EventState(SDL_DROPFILE, SDL_ENABLE); //---------------------------------------------------------------------------- - // Initialize timming system + // Initialize timing system //---------------------------------------------------------------------------- // NOTE: No need to call InitTimer(), let SDL manage it internally CORE.Time.previous = GetTime(); // Get time as double |
