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Ray 9 月之前
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共有 1 个文件被更改,包括 62 次插入63 次删除
  1. 62 63
      src/raylib.h

+ 62 - 63
src/raylib.h

@@ -1155,20 +1155,19 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
 RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize);  // Decompress data (DEFLATE algorithm), memory must be MemFree()
 RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize);               // Encode data to Base64 string, memory must be MemFree()
 RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize);                    // Decode Base64 string data, memory must be MemFree()
-RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize);     // Compute CRC32 hash code
-RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize);      // Compute MD5 hash code, returns static int[4] (16 bytes)
-RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize);     // Compute SHA1 hash code, returns static int[5] (20 bytes)
-
+RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize);  // Compute CRC32 hash code
+RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize);   // Compute MD5 hash code, returns static int[4] (16 bytes)
+RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize);  // Compute SHA1 hash code, returns static int[5] (20 bytes)
 
 // Automation events functionality
-RLAPI AutomationEventList LoadAutomationEventList(const char *fileName);                // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
-RLAPI void UnloadAutomationEventList(AutomationEventList list);                         // Unload automation events list from file
-RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName);   // Export automation events list as text file
-RLAPI void SetAutomationEventList(AutomationEventList *list);                           // Set automation event list to record to
-RLAPI void SetAutomationEventBaseFrame(int frame);                                      // Set automation event internal base frame to start recording
-RLAPI void StartAutomationEventRecording(void);                                         // Start recording automation events (AutomationEventList must be set)
-RLAPI void StopAutomationEventRecording(void);                                          // Stop recording automation events
-RLAPI void PlayAutomationEvent(AutomationEvent event);                                  // Play a recorded automation event
+RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
+RLAPI void UnloadAutomationEventList(AutomationEventList list);   // Unload automation events list from file
+RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
+RLAPI void SetAutomationEventList(AutomationEventList *list);     // Set automation event list to record to
+RLAPI void SetAutomationEventBaseFrame(int frame);                // Set automation event internal base frame to start recording
+RLAPI void StartAutomationEventRecording(void);                   // Start recording automation events (AutomationEventList must be set)
+RLAPI void StopAutomationEventRecording(void);                    // Stop recording automation events
+RLAPI void PlayAutomationEvent(AutomationEvent event);            // Play a recorded automation event
 
 //------------------------------------------------------------------------------------
 // Input Handling Functions (Module: core)
@@ -1186,16 +1185,16 @@ RLAPI const char *GetKeyName(int key);                        // Get name of a Q
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 
 // Input-related functions: gamepads
-RLAPI bool IsGamepadAvailable(int gamepad);                                        // Check if a gamepad is available
-RLAPI const char *GetGamepadName(int gamepad);                                     // Get gamepad internal name id
-RLAPI bool IsGamepadButtonPressed(int gamepad, int button);                        // Check if a gamepad button has been pressed once
-RLAPI bool IsGamepadButtonDown(int gamepad, int button);                           // Check if a gamepad button is being pressed
-RLAPI bool IsGamepadButtonReleased(int gamepad, int button);                       // Check if a gamepad button has been released once
-RLAPI bool IsGamepadButtonUp(int gamepad, int button);                             // Check if a gamepad button is NOT being pressed
-RLAPI int GetGamepadButtonPressed(void);                                           // Get the last gamepad button pressed
-RLAPI int GetGamepadAxisCount(int gamepad);                                        // Get gamepad axis count for a gamepad
-RLAPI float GetGamepadAxisMovement(int gamepad, int axis);                         // Get axis movement value for a gamepad axis
-RLAPI int SetGamepadMappings(const char *mappings);                                // Set internal gamepad mappings (SDL_GameControllerDB)
+RLAPI bool IsGamepadAvailable(int gamepad);                   // Check if a gamepad is available
+RLAPI const char *GetGamepadName(int gamepad);                // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button);   // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button);      // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button);  // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button);        // Check if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad);                   // Get gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Get axis movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings);           // Set internal gamepad mappings (SDL_GameControllerDB)
 RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
 
 // Input-related functions: mouse
@@ -1224,19 +1223,19 @@ RLAPI int GetTouchPointCount(void);                           // Get number of t
 //------------------------------------------------------------------------------------
 // Gestures and Touch Handling Functions (Module: rgestures)
 //------------------------------------------------------------------------------------
-RLAPI void SetGesturesEnabled(unsigned int flags);      // Enable a set of gestures using flags
-RLAPI bool IsGestureDetected(unsigned int gesture);     // Check if a gesture have been detected
-RLAPI int GetGestureDetected(void);                     // Get latest detected gesture
-RLAPI float GetGestureHoldDuration(void);               // Get gesture hold time in seconds
-RLAPI Vector2 GetGestureDragVector(void);               // Get gesture drag vector
-RLAPI float GetGestureDragAngle(void);                  // Get gesture drag angle
-RLAPI Vector2 GetGesturePinchVector(void);              // Get gesture pinch delta
-RLAPI float GetGesturePinchAngle(void);                 // Get gesture pinch angle
+RLAPI void SetGesturesEnabled(unsigned int flags);            // Enable a set of gestures using flags
+RLAPI bool IsGestureDetected(unsigned int gesture);           // Check if a gesture have been detected
+RLAPI int GetGestureDetected(void);                           // Get latest detected gesture
+RLAPI float GetGestureHoldDuration(void);                     // Get gesture hold time in seconds
+RLAPI Vector2 GetGestureDragVector(void);                     // Get gesture drag vector
+RLAPI float GetGestureDragAngle(void);                        // Get gesture drag angle
+RLAPI Vector2 GetGesturePinchVector(void);                    // Get gesture pinch delta
+RLAPI float GetGesturePinchAngle(void);                       // Get gesture pinch angle
 
 //------------------------------------------------------------------------------------
 // Camera System Functions (Module: rcamera)
 //------------------------------------------------------------------------------------
-RLAPI void UpdateCamera(Camera *camera, int mode);      // Update camera position for selected mode
+RLAPI void UpdateCamera(Camera *camera, int mode);            // Update camera position for selected mode
 RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
 
 //------------------------------------------------------------------------------------
@@ -1245,9 +1244,9 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
 // Set texture and rectangle to be used on shapes drawing
 // NOTE: It can be useful when using basic shapes and one single font,
 // defining a font char white rectangle would allow drawing everything in a single draw call
-RLAPI void SetShapesTexture(Texture2D texture, Rectangle source);       // Set texture and rectangle to be used on shapes drawing
-RLAPI Texture2D GetShapesTexture(void);                                 // Get texture that is used for shapes drawing
-RLAPI Rectangle GetShapesTextureRectangle(void);                        // Get texture source rectangle that is used for shapes drawing
+RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
+RLAPI Texture2D GetShapesTexture(void);                 // Get texture that is used for shapes drawing
+RLAPI Rectangle GetShapesTextureRectangle(void);        // Get texture source rectangle that is used for shapes drawing
 
 // Basic shapes drawing functions
 RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel using geometry [Can be slow, use with care]
@@ -1289,11 +1288,11 @@ RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation
 RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
 
 // Splines drawing functions
-RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color);                  // Draw spline: Linear, minimum 2 points
-RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color);                   // Draw spline: B-Spline, minimum 4 points
-RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color);              // Draw spline: Catmull-Rom, minimum 4 points
-RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color);         // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
-RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color);             // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color);            // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color);             // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color);        // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color);   // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color);       // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
 RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color);                    // Draw spline segment: Linear, 2 points
 RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
 RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
@@ -1492,15 +1491,15 @@ RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint);
 RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint);                                 // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
 
 // Text codepoints management functions (unicode characters)
-RLAPI char *LoadUTF8(const int *codepoints, int length);                // Load UTF-8 text encoded from codepoints array
-RLAPI void UnloadUTF8(char *text);                                      // Unload UTF-8 text encoded from codepoints array
-RLAPI int *LoadCodepoints(const char *text, int *count);                // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
-RLAPI void UnloadCodepoints(int *codepoints);                           // Unload codepoints data from memory
-RLAPI int GetCodepointCount(const char *text);                          // Get total number of codepoints in a UTF-8 encoded string
-RLAPI int GetCodepoint(const char *text, int *codepointSize);           // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI int GetCodepointNext(const char *text, int *codepointSize);       // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI int GetCodepointPrevious(const char *text, int *codepointSize);   // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size);        // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
+RLAPI char *LoadUTF8(const int *codepoints, int length);                                    // Load UTF-8 text encoded from codepoints array
+RLAPI void UnloadUTF8(char *text);                                                          // Unload UTF-8 text encoded from codepoints array
+RLAPI int *LoadCodepoints(const char *text, int *count);                                    // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints);                                               // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text);                                              // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *codepointSize);                               // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointNext(const char *text, int *codepointSize);                           // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize);                       // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size);                            // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
 
 // Text strings management functions (no UTF-8 strings, only byte chars)
 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
@@ -1515,14 +1514,14 @@ RLAPI const char *TextJoin(const char **textList, int count, const char *delimit
 RLAPI const char **TextSplit(const char *text, char delimiter, int *count);                 // Split text into multiple strings
 RLAPI void TextAppend(char *text, const char *append, int *position);                       // Append text at specific position and move cursor!
 RLAPI int TextFindIndex(const char *text, const char *find);                                // Find first text occurrence within a string
-RLAPI const char *TextToUpper(const char *text);                      // Get upper case version of provided string
-RLAPI const char *TextToLower(const char *text);                      // Get lower case version of provided string
-RLAPI const char *TextToPascal(const char *text);                     // Get Pascal case notation version of provided string
-RLAPI const char *TextToSnake(const char *text);                      // Get Snake case notation version of provided string
-RLAPI const char *TextToCamel(const char *text);                      // Get Camel case notation version of provided string
+RLAPI const char *TextToUpper(const char *text);                                            // Get upper case version of provided string
+RLAPI const char *TextToLower(const char *text);                                            // Get lower case version of provided string
+RLAPI const char *TextToPascal(const char *text);                                           // Get Pascal case notation version of provided string
+RLAPI const char *TextToSnake(const char *text);                                            // Get Snake case notation version of provided string
+RLAPI const char *TextToCamel(const char *text);                                            // Get Camel case notation version of provided string
 
-RLAPI int TextToInteger(const char *text);                            // Get integer value from text (negative values not supported)
-RLAPI float TextToFloat(const char *text);                            // Get float value from text (negative values not supported)
+RLAPI int TextToInteger(const char *text);                                                  // Get integer value from text (negative values not supported)
+RLAPI float TextToFloat(const char *text);                                                  // Get float value from text (negative values not supported)
 
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
@@ -1615,14 +1614,14 @@ RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount);
 RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match
 
 // Collision detection functions
-RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2);   // Check collision between two spheres
-RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                 // Check collision between two bounding boxes
-RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);                  // Check collision between box and sphere
-RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius);                    // Get collision info between ray and sphere
-RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box);                                    // Get collision info between ray and box
-RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform);                       // Get collision info between ray and mesh
-RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);            // Get collision info between ray and triangle
-RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4);    // Get collision info between ray and quad
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
+RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                         // Check collision between two bounding boxes
+RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);          // Check collision between box and sphere
+RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius);            // Get collision info between ray and sphere
+RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box);                            // Get collision info between ray and box
+RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform);               // Get collision info between ray and mesh
+RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);    // Get collision info between ray and triangle
+RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
 
 //------------------------------------------------------------------------------------
 // Audio Loading and Playing Functions (Module: audio)