Browse Source

Review some comments

Ray 4 years ago
parent
commit
7bc2e922c9
7 changed files with 56 additions and 56 deletions
  1. 18 18
      src/core.c
  2. 3 3
      src/models.c
  3. 19 19
      src/raylib.h
  4. 12 12
      src/raymath.h
  5. 2 2
      src/rlgl.h
  6. 1 1
      src/textures.c
  7. 1 1
      src/utils.c

+ 18 - 18
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
             {

+ 3 - 3
src/models.c

@@ -2919,7 +2919,7 @@ void DrawBoundingBox(BoundingBox box, Color color)
     DrawCubeWires(center, size.x, size.y, size.z, color);
 }
 
-// Detect collision between two spheres
+// Check collision between two spheres
 bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2)
 {
     bool collision = false;
@@ -2942,7 +2942,7 @@ bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, floa
     return collision;
 }
 
-// Detect collision between two boxes
+// Check collision between two boxes
 // NOTE: Boxes are defined by two points minimum and maximum
 bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
 {
@@ -2958,7 +2958,7 @@ bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
     return collision;
 }
 
-// Detect collision between box and sphere
+// Check collision between box and sphere
 bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
 {
     bool collision = false;

+ 19 - 19
src/raylib.h

@@ -1075,32 +1075,32 @@ RLAPI void OpenURL(const char *url);                              // Open URL wi
 //------------------------------------------------------------------------------------
 
 // Input-related functions: keyboard
-RLAPI bool IsKeyPressed(int key);                             // Detect if a key has been pressed once
-RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
-RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
-RLAPI bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
+RLAPI bool IsKeyPressed(int key);                             // Check if a key has been pressed once
+RLAPI bool IsKeyDown(int key);                                // Check if a key is being pressed
+RLAPI bool IsKeyReleased(int key);                            // Check if a key has been released once
+RLAPI bool IsKeyUp(int key);                                  // Check if a key is NOT being pressed
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 RLAPI int GetKeyPressed(void);                                // Get key pressed (keycode), call it multiple times for keys queued
 RLAPI int GetCharPressed(void);                               // Get char pressed (unicode), call it multiple times for chars queued
 
 // Input-related functions: gamepads
-RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
+RLAPI bool IsGamepadAvailable(int gamepad);                   // Check if a gamepad is available
 RLAPI bool IsGamepadName(int gamepad, const char *name);      // Check gamepad name (if available)
-RLAPI const char *GetGamepadName(int gamepad);                // Return gamepad internal name id
-RLAPI bool IsGamepadButtonPressed(int gamepad, int button);   // Detect if a gamepad button has been pressed once
-RLAPI bool IsGamepadButtonDown(int gamepad, int button);      // Detect if a gamepad button is being pressed
-RLAPI bool IsGamepadButtonReleased(int gamepad, int button);  // Detect if a gamepad button has been released once
-RLAPI bool IsGamepadButtonUp(int gamepad, int button);        // Detect if a gamepad button is NOT being pressed
+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);                   // Return gamepad axis count for a gamepad
-RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Return axis movement value for a gamepad axis
+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)
 
 // Input-related functions: mouse
-RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mouse button has been pressed once
-RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
-RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
-RLAPI bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
+RLAPI bool IsMouseButtonPressed(int button);                  // Check if a mouse button has been pressed once
+RLAPI bool IsMouseButtonDown(int button);                     // Check if a mouse button is being pressed
+RLAPI bool IsMouseButtonReleased(int button);                 // Check if a mouse button has been released once
+RLAPI bool IsMouseButtonUp(int button);                       // Check if a mouse button is NOT being pressed
 RLAPI int GetMouseX(void);                                    // Get mouse position X
 RLAPI int GetMouseY(void);                                    // Get mouse position Y
 RLAPI Vector2 GetMousePosition(void);                         // Get mouse position XY
@@ -1449,9 +1449,9 @@ RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source,
 RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
 
 // Collision detection functions
-RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2);       // Detect collision between two spheres
-RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
-RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);                      // Detect collision between box and sphere
+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 GetRayCollisionModel(Ray ray, Model model);                                          // Get collision info between ray and model

+ 12 - 12
src/raymath.h

@@ -42,11 +42,11 @@
 #ifndef RAYMATH_H
 #define RAYMATH_H
 
-//#define RAYMATH_STANDALONE      // NOTE: To use raymath as standalone lib, just uncomment this line
-//#define RAYMATH_HEADER_ONLY     // NOTE: To compile functions as static inline, uncomment this line
+//#define RAYMATH_STANDALONE        // NOTE: To use raymath as standalone lib, just uncomment this line
+//#define RAYMATH_HEADER_ONLY       // NOTE: To compile functions as static inline, uncomment this line
 
 #ifndef RAYMATH_STANDALONE
-    #include "raylib.h"           // Required for structs: Vector3, Matrix
+    #include "raylib.h"             // Required for structs: Vector3, Matrix
 #endif
 
 #if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY)
@@ -55,17 +55,17 @@
 
 #if defined(RAYMATH_IMPLEMENTATION)
     #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
-        #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
+        #define RMDEF __declspec(dllexport) extern inline   // We are building raylib as a Win32 shared library (.dll).
     #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
-        #define RMDEF __declspec(dllimport)         // We are using raylib as a Win32 shared library (.dll)
+        #define RMDEF __declspec(dllimport)                 // We are using raylib as a Win32 shared library (.dll)
     #else
         #define RMDEF extern inline // Provide external definition
     #endif
 #elif defined(RAYMATH_HEADER_ONLY)
-    #define RMDEF static inline // Functions may be inlined, no external out-of-line definition
+    #define RMDEF static inline     // Functions may be inlined, no external out-of-line definition
 #else
     #if defined(__TINYC__)
-        #define RMDEF static inline // plain inline not supported by tinycc (See issue #435)
+        #define RMDEF static inline // WARNING: Plain inline not supported by tinycc (See issue #435)
     #else
         #define RMDEF inline        // Functions may be inlined or external definition used
     #endif
@@ -86,12 +86,12 @@
     #define RAD2DEG (180.0f/PI)
 #endif
 
-// Return float vector for Matrix
+// Get float vector for Matrix
 #ifndef MatrixToFloat
     #define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
 #endif
 
-// Return float vector for Vector3
+// Get float vector for Vector3
 #ifndef Vector3ToFloat
     #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
 #endif
@@ -559,7 +559,7 @@ RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
     return result;
 }
 
-// Return min value for each pair of components
+// Get min value for each pair of components
 RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
 {
     Vector3 result = { 0 };
@@ -571,7 +571,7 @@ RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
     return result;
 }
 
-// Return max value for each pair of components
+// Get max value for each pair of components
 RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2)
 {
     Vector3 result = { 0 };
@@ -1487,7 +1487,7 @@ RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
     return q;
 }
 
-// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
+// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
 // NOTE: Angles are returned in a Vector3 struct in degrees
 RMDEF Vector3 QuaternionToEuler(Quaternion q)
 {

+ 2 - 2
src/rlgl.h

@@ -3468,7 +3468,7 @@ void rlSetShader(Shader shader)
 
 // Matrix state management
 //-----------------------------------------------------------------------------------------
-// Return internal modelview matrix
+// Get internal modelview matrix
 Matrix rlGetMatrixModelview(void)
 {
     Matrix matrix = MatrixIdentity();
@@ -3497,7 +3497,7 @@ Matrix rlGetMatrixModelview(void)
     return matrix;
 }
 
-// Return internal projection matrix
+// Get internal projection matrix
 Matrix rlGetMatrixProjection(void)
 {
 #if defined(GRAPHICS_API_OPENGL_11)

+ 1 - 1
src/textures.c

@@ -2646,7 +2646,7 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color
         //    [x] Optimize ColorAlphaBlend() for faster operations (maybe avoiding divs?)
         //    [x] Consider fast path: no alpha blending required cases (src has no alpha)
         //    [x] Consider fast path: same src/dst format with no alpha -> direct line copy
-        //    [-] GetPixelColor(): Return Vector4 instead of Color, easier for ColorAlphaBlend()
+        //    [-] GetPixelColor(): Get Vector4 instead of Color, easier for ColorAlphaBlend()
 
         Color colSrc, colDst, blend;
         bool blendRequired = true;

+ 1 - 1
src/utils.c

@@ -393,7 +393,7 @@ FILE *android_fopen(const char *fileName, const char *mode)
 
         if (asset != NULL)
         {
-            // Return pointer to file in the assets
+            // Get pointer to file in the assets
             return funopen(asset, android_read, android_write, android_seek, android_close);
         }
         else