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@@ -865,7 +865,7 @@ void InitWindow(int width, int height, const char *title)
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LoadFontDefault();
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#if defined(SUPPORT_MODULE_RSHAPES)
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Rectangle rec = GetFontDefault().recs[95];
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- // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
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+ // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
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SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes
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#endif
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#else
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@@ -1318,7 +1318,7 @@ void MaximizeWindow(void)
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void MinimizeWindow(void)
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{
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#if defined(PLATFORM_DESKTOP)
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- // NOTE: Following function launches callback that sets appropiate flag!
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+ // NOTE: Following function launches callback that sets appropriate flag!
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glfwIconifyWindow(CORE.Window.handle);
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#endif
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}
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@@ -1417,13 +1417,13 @@ void SetWindowState(unsigned int flags)
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// State change: FLAG_WINDOW_TRANSPARENT
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if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
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{
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- TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
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+ TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
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}
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// State change: FLAG_WINDOW_HIGHDPI
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if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
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{
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- TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
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+ TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
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}
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// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
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@@ -1436,13 +1436,13 @@ void SetWindowState(unsigned int flags)
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// State change: FLAG_MSAA_4X_HINT
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if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
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{
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- TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
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+ TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
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}
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// State change: FLAG_INTERLACED_HINT
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if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
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{
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- TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
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+ TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
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}
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#endif
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}
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@@ -1525,13 +1525,13 @@ void ClearWindowState(unsigned int flags)
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// State change: FLAG_WINDOW_TRANSPARENT
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if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
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{
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- TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
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+ TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
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}
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// State change: FLAG_WINDOW_HIGHDPI
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if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
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{
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- TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
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+ TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
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}
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// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
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@@ -1544,13 +1544,13 @@ void ClearWindowState(unsigned int flags)
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// State change: FLAG_MSAA_4X_HINT
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if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
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{
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- TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
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+ TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
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}
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// State change: FLAG_INTERLACED_HINT
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if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
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{
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- TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
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+ TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
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}
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#endif
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}
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@@ -2482,10 +2482,10 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
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- // All locations reseted to -1 (no location)
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+ // All locations reset to -1 (no location)
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for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
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- // Get handles to GLSL input attibute locations
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+ // Get handles to GLSL input attribute locations
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shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
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shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
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shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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@@ -2553,7 +2553,7 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform
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{
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rlEnableShader(shader.id);
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rlSetUniform(locIndex, value, uniformType, count);
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- //rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set
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+ //rlDisableShader(); // Avoid resetting current shader program, in case other uniforms are set
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}
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}
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@@ -2618,7 +2618,7 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
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Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
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// Unproject the mouse cursor in the near plane.
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- // We need this as the source position because orthographic projects, compared to perspect doesn't have a
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+ // We need this as the source position because orthographic projects, compared to perspective doesn't have a
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// convergence point, meaning that the "eye" of the camera is more like a plane than a point.
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Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
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@@ -2808,7 +2808,7 @@ double GetTime(void)
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// Setup window configuration flags (view FLAGS)
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// NOTE: This function is expected to be called before window creation,
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-// because it setups some flags for the window creation process.
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+// because it sets up some flags for the window creation process.
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// To configure window states after creation, just use SetWindowState()
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void SetConfigFlags(unsigned int flags)
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{
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@@ -3929,7 +3929,7 @@ static bool InitGraphicsDevice(int width, int height)
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CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
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// NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
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- // ...in top-down or left-right to match display aspect ratio (no weird scalings)
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+ // ...in top-down or left-right to match display aspect ratio (no weird scaling)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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glfwSetErrorCallback(ErrorCallback);
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@@ -4100,8 +4100,8 @@ static bool InitGraphicsDevice(int width, int height)
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// remember center for switchinging from fullscreen to window
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if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
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{
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- // If screen width/height equal to the dislpay, we can't calclulate the window pos for toggling fullscreened/windowed.
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- // Toggling fullscreened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
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+ // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.
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+ // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11.
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CORE.Window.position.x = CORE.Window.display.width/4;
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CORE.Window.position.y = CORE.Window.display.height/4;
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}
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@@ -4138,7 +4138,7 @@ static bool InitGraphicsDevice(int width, int height)
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// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
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// by the sides to fit all monitor space...
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- // Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight
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+ // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight
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// It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
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// Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
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// TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
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@@ -4205,7 +4205,7 @@ static bool InitGraphicsDevice(int width, int height)
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// NOTE: V-Sync can be enabled by graphic driver configuration
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if (CORE.Window.flags & FLAG_VSYNC_HINT)
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{
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- // WARNING: It seems to hits a critical render path in Intel HD Graphics
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+ // WARNING: It seems to hit a critical render path in Intel HD Graphics
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glfwSwapInterval(1);
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TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
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}
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@@ -4216,12 +4216,12 @@ static bool InitGraphicsDevice(int width, int height)
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#if defined(PLATFORM_DESKTOP)
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if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
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{
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- // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
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+ // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
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// Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
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#if !defined(__APPLE__)
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glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight);
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- // Screen scaling matrix is required in case desired screen area is different than display area
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+ // Screen scaling matrix is required in case desired screen area is different from display area
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CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
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// Mouse input scaling for the new screen size
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@@ -4819,7 +4819,7 @@ static void InitTimer(void)
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// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
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// take longer than expected... for that reason we use the busy wait loop
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// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
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-// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
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+// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
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void WaitTime(double seconds)
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{
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#if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
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@@ -5414,7 +5414,7 @@ static void CharCallback(GLFWwindow *window, unsigned int key)
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//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
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// NOTE: Registers any key down considering OS keyboard layout but
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- // do not detects action events, those should be managed by user...
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+ // does not detect action events, those should be managed by user...
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// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
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@@ -5457,7 +5457,7 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
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gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[0].y /= (float)GetScreenHeight();
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- // Gesture data is sent to gestures system for processing
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+ // Gesture data is sent to gestures-system for processing
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ProcessGestureEvent(gestureEvent);
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#endif
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}
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@@ -5488,7 +5488,7 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
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gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[0].y /= (float)GetScreenHeight();
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- // Gesture data is sent to gestures system for processing
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+ // Gesture data is sent to gestures-system for processing
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ProcessGestureEvent(gestureEvent);
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#endif
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}
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