فهرست منبع

REVIEWED: <name>Count for consistency

Following english rules, it should be singular name before Count.
Ray 4 سال پیش
والد
کامیت
a0f8682905
6فایلهای تغییر یافته به همراه179 افزوده شده و 180 حذف شده
  1. 23 23
      src/core.c
  2. 37 36
      src/models.c
  3. 24 26
      src/raudio.c
  4. 50 50
      src/rlgl.h
  5. 12 12
      src/shapes.c
  6. 33 33
      src/textures.c

+ 23 - 23
src/core.c

@@ -385,7 +385,7 @@ typedef struct CoreData {
         Matrix screenScale;                 // Matrix to scale screen (framebuffer rendering)
 
         char **dropFilesPath;               // Store dropped files paths as strings
-        int dropFilesCount;                 // Count dropped files strings
+        int dropFileCount;                  // Count dropped files strings
 
     } Window;
 #if defined(PLATFORM_ANDROID)
@@ -411,7 +411,7 @@ typedef struct CoreData {
             int keyPressedQueue[MAX_KEY_PRESSED_QUEUE];     // Input keys queue
             int keyPressedQueueCount;       // Input keys queue count
 
-            int charPressedQueue[MAX_CHAR_PRESSED_QUEUE];   // Input characters queue
+            int charPressedQueue[MAX_CHAR_PRESSED_QUEUE];   // Input characters queue (unicode)
             int charPressedQueueCount;      // Input characters queue count
 
 #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
@@ -481,14 +481,14 @@ typedef struct CoreData {
 static CoreData CORE = { 0 };               // Global CORE state context
 
 static char **dirFilesPath = NULL;          // Store directory files paths as strings
-static int dirFilesCount = 0;               // Count directory files strings
+static int dirFileCount = 0;                // Count directory files strings
 
 #if defined(SUPPORT_SCREEN_CAPTURE)
 static int screenshotCounter = 0;           // Screenshots counter
 #endif
 
 #if defined(SUPPORT_GIF_RECORDING)
-static int gifFramesCounter = 0;            // GIF frames counter
+static int gifFrameCounter = 0;            // GIF frames counter
 static bool gifRecording = false;           // GIF recording state
 static MsfGifState gifState = { 0 };        // MSGIF context state
 #endif
@@ -1926,10 +1926,10 @@ void EndDrawing(void)
     if (gifRecording)
     {
         #define GIF_RECORD_FRAMERATE    10
-        gifFramesCounter++;
+        gifFrameCounter++;
 
         // NOTE: We record one gif frame every 10 game frames
-        if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0)
+        if ((gifFrameCounter%GIF_RECORD_FRAMERATE) == 0)
         {
             // Get image data for the current frame (from backbuffer)
             // NOTE: This process is quite slow... :(
@@ -1939,7 +1939,7 @@ void EndDrawing(void)
             RL_FREE(screenData);    // Free image data
         }
 
-        if (((gifFramesCounter/15)%2) == 1)
+        if (((gifFrameCounter/15)%2) == 1)
         {
             DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON);
             DrawText("GIF RECORDING", 50, CORE.Window.screen.height - 25, 10, RED);
@@ -1953,9 +1953,9 @@ void EndDrawing(void)
     // Draw record/play indicator
     if (eventsRecording)
     {
-        gifFramesCounter++;
+        gifFrameCounter++;
 
-        if (((gifFramesCounter/15)%2) == 1)
+        if (((gifFrameCounter/15)%2) == 1)
         {
             DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON);
             DrawText("EVENTS RECORDING", 50, CORE.Window.screen.height - 25, 10, RED);
@@ -1965,9 +1965,9 @@ void EndDrawing(void)
     }
     else if (eventsPlaying)
     {
-        gifFramesCounter++;
+        gifFrameCounter++;
 
-        if (((gifFramesCounter/15)%2) == 1)
+        if (((gifFrameCounter/15)%2) == 1)
         {
             DrawCircle(30, CORE.Window.screen.height - 20, 10, LIME);
             DrawText("EVENTS PLAYING", 50, CORE.Window.screen.height - 25, 10, GREEN);
@@ -2895,8 +2895,8 @@ char **GetDirectoryFiles(const char *dirPath, int *fileCount)
     }
     else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory");  // Maybe it's a file...
 
-    dirFilesCount = counter;
-    *fileCount = dirFilesCount;
+    dirFileCount = counter;
+    *fileCount = dirFileCount;
 
     return dirFilesPath;
 }
@@ -2904,14 +2904,14 @@ char **GetDirectoryFiles(const char *dirPath, int *fileCount)
 // Clear directory files paths buffers
 void ClearDirectoryFiles(void)
 {
-    if (dirFilesCount > 0)
+    if (dirFileCount > 0)
     {
         for (int i = 0; i < MAX_DIRECTORY_FILES; i++) RL_FREE(dirFilesPath[i]);
 
         RL_FREE(dirFilesPath);
     }
 
-    dirFilesCount = 0;
+    dirFileCount = 0;
 }
 
 // Change working directory, returns true on success
@@ -2927,27 +2927,27 @@ bool ChangeDirectory(const char *dir)
 // Check if a file has been dropped into window
 bool IsFileDropped(void)
 {
-    if (CORE.Window.dropFilesCount > 0) return true;
+    if (CORE.Window.dropFileCount > 0) return true;
     else return false;
 }
 
 // Get dropped files names
 char **GetDroppedFiles(int *count)
 {
-    *count = CORE.Window.dropFilesCount;
+    *count = CORE.Window.dropFileCount;
     return CORE.Window.dropFilesPath;
 }
 
 // Clear dropped files paths buffer
 void ClearDroppedFiles(void)
 {
-    if (CORE.Window.dropFilesCount > 0)
+    if (CORE.Window.dropFileCount > 0)
     {
-        for (int i = 0; i < CORE.Window.dropFilesCount; i++) RL_FREE(CORE.Window.dropFilesPath[i]);
+        for (int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilesPath[i]);
 
         RL_FREE(CORE.Window.dropFilesPath);
 
-        CORE.Window.dropFilesCount = 0;
+        CORE.Window.dropFileCount = 0;
     }
 }
 
@@ -4922,7 +4922,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
             else
             {
                 gifRecording = true;
-                gifFramesCounter = 0;
+                gifFrameCounter = 0;
 
                 msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height);
                 screenshotCounter++;
@@ -5085,7 +5085,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
         strcpy(CORE.Window.dropFilesPath[i], paths[i]);
     }
 
-    CORE.Window.dropFilesCount = count;
+    CORE.Window.dropFileCount = count;
 }
 #endif
 
@@ -5145,7 +5145,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
                     /*
                     if (assetsReloadRequired)
                     {
-                        for (int i = 0; i < assetsCount; i++)
+                        for (int i = 0; i < assetCount; i++)
                         {
                             // TODO: Unload old asset if required
 

+ 37 - 36
src/models.c

@@ -201,16 +201,16 @@ void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color)
 }
 
 // Draw a triangle strip defined by points
-void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color)
+void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color)
 {
-    if (pointsCount >= 3)
+    if (pointCount >= 3)
     {
-        rlCheckRenderBatchLimit(3*(pointsCount - 2));
+        rlCheckRenderBatchLimit(3*(pointCount - 2));
 
         rlBegin(RL_TRIANGLES);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
-            for (int i = 2; i < pointsCount; i++)
+            for (int i = 2; i < pointCount; i++)
             {
                 if ((i%2) == 0)
                 {
@@ -1144,14 +1144,14 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
         if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]);
     }
 
-    int eyesCount = 1;
-    if (rlIsStereoRenderEnabled()) eyesCount = 2;
+    int eyeCount = 1;
+    if (rlIsStereoRenderEnabled()) eyeCount = 2;
 
-    for (int eye = 0; eye < eyesCount; eye++)
+    for (int eye = 0; eye < eyeCount; eye++)
     {
         // Calculate model-view-projection matrix (MVP)
         Matrix matModelViewProjection = MatrixIdentity();
-        if (eyesCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection);
+        if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection);
         else
         {
             // Setup current eye viewport (half screen width)
@@ -1359,14 +1359,14 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
         if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]);
     }
 
-    int eyesCount = 1;
-    if (rlIsStereoRenderEnabled()) eyesCount = 2;
+    int eyeCount = 1;
+    if (rlIsStereoRenderEnabled()) eyeCount = 2;
 
-    for (int eye = 0; eye < eyesCount; eye++)
+    for (int eye = 0; eye < eyeCount; eye++)
     {
         // Calculate model-view-projection matrix (MVP)
         Matrix matModelViewProjection = MatrixIdentity();
-        if (eyesCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection);
+        if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection);
         else
         {
             // Setup current eye viewport (half screen width)
@@ -1448,43 +1448,43 @@ bool ExportMesh(Mesh mesh, const char *fileName)
         // NOTE: Text data buffer size is estimated considering mesh data size
         char *txtData = (char *)RL_CALLOC(dataSize + 2000, sizeof(char));
 
-        int bytesCount = 0;
-        bytesCount += sprintf(txtData + bytesCount, "# //////////////////////////////////////////////////////////////////////////////////\n");
-        bytesCount += sprintf(txtData + bytesCount, "# //                                                                              //\n");
-        bytesCount += sprintf(txtData + bytesCount, "# // rMeshOBJ exporter v1.0 - Mesh exported as triangle faces and not optimized   //\n");
-        bytesCount += sprintf(txtData + bytesCount, "# //                                                                              //\n");
-        bytesCount += sprintf(txtData + bytesCount, "# // more info and bugs-report:  github.com/raysan5/raylib                        //\n");
-        bytesCount += sprintf(txtData + bytesCount, "# // feedback and support:       ray[at]raylib.com                                //\n");
-        bytesCount += sprintf(txtData + bytesCount, "# //                                                                              //\n");
-        bytesCount += sprintf(txtData + bytesCount, "# // Copyright (c) 2018 Ramon Santamaria (@raysan5)                               //\n");
-        bytesCount += sprintf(txtData + bytesCount, "# //                                                                              //\n");
-        bytesCount += sprintf(txtData + bytesCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n");
-        bytesCount += sprintf(txtData + bytesCount, "# Vertex Count:     %i\n", mesh.vertexCount);
-        bytesCount += sprintf(txtData + bytesCount, "# Triangle Count:   %i\n\n", mesh.triangleCount);
-
-        bytesCount += sprintf(txtData + bytesCount, "g mesh\n");
+        int byteCount = 0;
+        byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n");
+        byteCount += sprintf(txtData + byteCount, "# //                                                                              //\n");
+        byteCount += sprintf(txtData + byteCount, "# // rMeshOBJ exporter v1.0 - Mesh exported as triangle faces and not optimized   //\n");
+        byteCount += sprintf(txtData + byteCount, "# //                                                                              //\n");
+        byteCount += sprintf(txtData + byteCount, "# // more info and bugs-report:  github.com/raysan5/raylib                        //\n");
+        byteCount += sprintf(txtData + byteCount, "# // feedback and support:       ray[at]raylib.com                                //\n");
+        byteCount += sprintf(txtData + byteCount, "# //                                                                              //\n");
+        byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018 Ramon Santamaria (@raysan5)                               //\n");
+        byteCount += sprintf(txtData + byteCount, "# //                                                                              //\n");
+        byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n");
+        byteCount += sprintf(txtData + byteCount, "# Vertex Count:     %i\n", mesh.vertexCount);
+        byteCount += sprintf(txtData + byteCount, "# Triangle Count:   %i\n\n", mesh.triangleCount);
+
+        byteCount += sprintf(txtData + byteCount, "g mesh\n");
 
         for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3)
         {
-            bytesCount += sprintf(txtData + bytesCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]);
+            byteCount += sprintf(txtData + byteCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]);
         }
 
         for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 2)
         {
-            bytesCount += sprintf(txtData + bytesCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]);
+            byteCount += sprintf(txtData + byteCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]);
         }
 
         for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3)
         {
-            bytesCount += sprintf(txtData + bytesCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]);
+            byteCount += sprintf(txtData + byteCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]);
         }
 
         for (int i = 0; i < mesh.triangleCount; i += 3)
         {
-            bytesCount += sprintf(txtData + bytesCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", i, i, i, i + 1, i + 1, i + 1, i + 2, i + 2, i + 2);
+            byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", i, i, i, i + 1, i + 1, i + 1, i + 2, i + 2, i + 2);
         }
 
-        bytesCount += sprintf(txtData + bytesCount, "\n");
+        byteCount += sprintf(txtData + byteCount, "\n");
 
         // NOTE: Text data length exported is determined by '\0' (NULL) character
         success = SaveFileText(fileName, txtData);
@@ -3547,7 +3547,8 @@ static Model LoadOBJ(const char *fileName)
         // Count the faces for each material
         int *matFaces = RL_CALLOC(materialCount, sizeof(int));
 
-        for(int fi = 0; fi< attrib.num_faces; fi++){
+        for (int fi = 0; fi< attrib.num_faces; fi++)
+        {
             tinyobj_vertex_index_t face = attrib.faces[fi];
             int idx = attrib.material_ids[fi];
             matFaces[idx]++;
@@ -4858,14 +4859,14 @@ static Model LoadGLTF(const char *fileName)
 
         if (data->scenes_count > 1) TRACELOG(LOG_INFO, "MODEL: [%s] Has multiple scenes but only the first one will be loaded", fileName);
 
-        int primitivesCount = 0;
+        int primitiveCount = 0;
         for (unsigned int i = 0; i < data->scene->nodes_count; i++)
         {
-            GetGLTFPrimitiveCount(data->scene->nodes[i], &primitivesCount);
+            GetGLTFPrimitiveCount(data->scene->nodes[i], &primitiveCount);
         }
 
         // Process glTF data and map to model
-        model.meshCount = primitivesCount;
+        model.meshCount = primitiveCount;
         model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh));
         model.materialCount = (int)data->materials_count + 1;
         model.materials = RL_MALLOC(model.materialCount*sizeof(Material));

+ 24 - 26
src/raudio.c

@@ -877,14 +877,14 @@ void UnloadSound(Sound sound)
 }
 
 // Update sound buffer with new data
-void UpdateSound(Sound sound, const void *data, int samplesCount)
+void UpdateSound(Sound sound, const void *data, int sampleCount)
 {
     if (sound.stream.buffer != NULL)
     {
         StopAudioBuffer(sound.stream.buffer);
 
         // TODO: May want to lock/unlock this since this data buffer is read at mixing time
-        memcpy(sound.stream.buffer->data, data, samplesCount*ma_get_bytes_per_frame(sound.stream.buffer->converter.config.formatIn, sound.stream.buffer->converter.config.channelsIn));
+        memcpy(sound.stream.buffer->data, data, sampleCount*ma_get_bytes_per_frame(sound.stream.buffer->converter.config.formatIn, sound.stream.buffer->converter.config.channelsIn));
     }
 }
 
@@ -944,17 +944,17 @@ bool ExportWaveAsCode(Wave wave, const char *fileName)
     // and requiring 6 char bytes for every byte: "0x00, "
     char *txtData = (char *)RL_CALLOC(waveDataSize*6 + 2000, sizeof(char));
 
-    int bytesCount = 0;
-    bytesCount += sprintf(txtData + bytesCount, "\n//////////////////////////////////////////////////////////////////////////////////\n");
-    bytesCount += sprintf(txtData + bytesCount, "//                                                                              //\n");
-    bytesCount += sprintf(txtData + bytesCount, "// WaveAsCode exporter v1.0 - Wave data exported as an array of bytes           //\n");
-    bytesCount += sprintf(txtData + bytesCount, "//                                                                              //\n");
-    bytesCount += sprintf(txtData + bytesCount, "// more info and bugs-report:  github.com/raysan5/raylib                        //\n");
-    bytesCount += sprintf(txtData + bytesCount, "// feedback and support:       ray[at]raylib.com                                //\n");
-    bytesCount += sprintf(txtData + bytesCount, "//                                                                              //\n");
-    bytesCount += sprintf(txtData + bytesCount, "// Copyright (c) 2018-2021 Ramon Santamaria (@raysan5)                          //\n");
-    bytesCount += sprintf(txtData + bytesCount, "//                                                                              //\n");
-    bytesCount += sprintf(txtData + bytesCount, "//////////////////////////////////////////////////////////////////////////////////\n\n");
+    int byteCount = 0;
+    byteCount += sprintf(txtData + byteCount, "\n//////////////////////////////////////////////////////////////////////////////////\n");
+    byteCount += sprintf(txtData + byteCount, "//                                                                              //\n");
+    byteCount += sprintf(txtData + byteCount, "// WaveAsCode exporter v1.0 - Wave data exported as an array of bytes           //\n");
+    byteCount += sprintf(txtData + byteCount, "//                                                                              //\n");
+    byteCount += sprintf(txtData + byteCount, "// more info and bugs-report:  github.com/raysan5/raylib                        //\n");
+    byteCount += sprintf(txtData + byteCount, "// feedback and support:       ray[at]raylib.com                                //\n");
+    byteCount += sprintf(txtData + byteCount, "//                                                                              //\n");
+    byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2021 Ramon Santamaria (@raysan5)                          //\n");
+    byteCount += sprintf(txtData + byteCount, "//                                                                              //\n");
+    byteCount += sprintf(txtData + byteCount, "//////////////////////////////////////////////////////////////////////////////////\n\n");
 
     char varFileName[256] = { 0 };
 #if !defined(RAUDIO_STANDALONE)
@@ -965,18 +965,18 @@ bool ExportWaveAsCode(Wave wave, const char *fileName)
     strcpy(varFileName, fileName);
 #endif
 
-    bytesCount += sprintf(txtData + bytesCount, "// Wave data information\n");
-    bytesCount += sprintf(txtData + bytesCount, "#define %s_FRAME_COUNT      %u\n", varFileName, wave.frameCount);
-    bytesCount += sprintf(txtData + bytesCount, "#define %s_FRAME_COUNT      %u\n", varFileName, wave.frameCount);
-    bytesCount += sprintf(txtData + bytesCount, "#define %s_SAMPLE_RATE      %u\n", varFileName, wave.sampleRate);
-    bytesCount += sprintf(txtData + bytesCount, "#define %s_SAMPLE_SIZE      %u\n", varFileName, wave.sampleSize);
-    bytesCount += sprintf(txtData + bytesCount, "#define %s_CHANNELS         %u\n\n", varFileName, wave.channels);
+    byteCount += sprintf(txtData + byteCount, "// Wave data information\n");
+    byteCount += sprintf(txtData + byteCount, "#define %s_FRAME_COUNT      %u\n", varFileName, wave.frameCount);
+    byteCount += sprintf(txtData + byteCount, "#define %s_FRAME_COUNT      %u\n", varFileName, wave.frameCount);
+    byteCount += sprintf(txtData + byteCount, "#define %s_SAMPLE_RATE      %u\n", varFileName, wave.sampleRate);
+    byteCount += sprintf(txtData + byteCount, "#define %s_SAMPLE_SIZE      %u\n", varFileName, wave.sampleSize);
+    byteCount += sprintf(txtData + byteCount, "#define %s_CHANNELS         %u\n\n", varFileName, wave.channels);
 
     // Write byte data as hexadecimal text
     // NOTE: Frame data exported is interlaced: Frame01[Sample-Channel01, Sample-Channel02, ...], Frame02[], Frame03[]
-    bytesCount += sprintf(txtData + bytesCount, "static unsigned char %s_DATA[%i] = { ", varFileName, waveDataSize);
-    for (int i = 0; i < waveDataSize - 1; i++) bytesCount += sprintf(txtData + bytesCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), ((unsigned char *)wave.data)[i]);
-    bytesCount += sprintf(txtData + bytesCount, "0x%x };\n", ((unsigned char *)wave.data)[waveDataSize - 1]);
+    byteCount += sprintf(txtData + byteCount, "static unsigned char %s_DATA[%i] = { ", varFileName, waveDataSize);
+    for (int i = 0; i < waveDataSize - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), ((unsigned char *)wave.data)[i]);
+    byteCount += sprintf(txtData + byteCount, "0x%x };\n", ((unsigned char *)wave.data)[waveDataSize - 1]);
 
     // NOTE: Text data length exported is determined by '\0' (NULL) character
     success = SaveFileText(fileName, txtData);
@@ -1505,9 +1505,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int d
         // Copy data to allocated memory for default UnloadMusicStream
         unsigned char *newData = (unsigned char *)RL_MALLOC(dataSize);
         int it = dataSize/sizeof(unsigned char);
-        for (int i = 0; i < it; i++){
-            newData[i] = data[i];
-        }
+        for (int i = 0; i < it; i++) newData[i] = data[i];
 
         // Memory loaded version for jar_mod_load_file()
         if (dataSize && dataSize < 32*1024*1024)
@@ -1716,7 +1714,7 @@ void UpdateMusicStream(Music music)
         #if defined(SUPPORT_FILEFORMAT_XM)
             case MUSIC_MODULE_XM:
             {
-                // NOTE: Internally we consider 2 channels generation, so samplesCount/2
+                // NOTE: Internally we consider 2 channels generation, so sampleCount/2
                 if (AUDIO_DEVICE_FORMAT == ma_format_f32) jar_xm_generate_samples((jar_xm_context_t *)music.ctxData, (float *)pcm, frameCountToStream);
                 else if (AUDIO_DEVICE_FORMAT == ma_format_s16) jar_xm_generate_samples_16bit((jar_xm_context_t *)music.ctxData, (short *)pcm, frameCountToStream);
                 else if (AUDIO_DEVICE_FORMAT == ma_format_u8) jar_xm_generate_samples_8bit((jar_xm_context_t *)music.ctxData, (char *)pcm, frameCountToStream);

+ 50 - 50
src/rlgl.h

@@ -279,7 +279,7 @@ typedef enum {
 
 // Dynamic vertex buffers (position + texcoords + colors + indices arrays)
 typedef struct rlVertexBuffer {
-    int elementsCount;          // Number of elements in the buffer (QUADS)
+    int elementCount;           // Number of elements in the buffer (QUADS)
 
     int vCounter;               // Vertex position counter to process (and draw) from full buffer
     int tcCounter;              // Vertex texcoord counter to process (and draw) from full buffer
@@ -316,12 +316,12 @@ typedef struct rlDrawCall {
 
 // rlRenderBatch type
 typedef struct rlRenderBatch {
-    int buffersCount;           // Number of vertex buffers (multi-buffering support)
+    int bufferCount;           // Number of vertex buffers (multi-buffering support)
     int currentBuffer;          // Current buffer tracking in case of multi-buffering
     rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data
 
     rlDrawCall *draws;          // Draw calls array, depends on textureId
-    int drawsCounter;           // Draw calls counter
+    int drawCounterer;           // Draw calls counter
     float currentDepth;         // Current depth value for next draw
 } rlRenderBatch;
 
@@ -1210,34 +1210,34 @@ void rlBegin(int mode)
 {
     // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS
     // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer
-    if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode != mode)
+    if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode != mode)
     {
-        if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
+        if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0)
         {
             // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
             // that way, following QUADS drawing will keep aligned with index processing
             // It implies adding some extra alignment vertex at the end of the draw,
             // those vertex are not processed but they are considered as an additional offset
             // for the next set of vertex to be drawn
-            if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
-            else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
-            else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
+            if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4);
+            else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4)));
+            else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0;
 
-            if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
+            if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment))
             {
-                RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
-                RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
-                RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
+                RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
+                RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
+                RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
 
-                RLGL.currentBatch->drawsCounter++;
+                RLGL.currentBatch->drawCounterer++;
             }
         }
 
-        if (RLGL.currentBatch->drawsCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+        if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
 
-        RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode;
-        RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
-        RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = RLGL.State.defaultTextureId;
+        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode = mode;
+        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0;
+        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = RLGL.State.defaultTextureId;
     }
 }
 
@@ -1285,7 +1285,7 @@ void rlEnd(void)
     // Verify internal buffers limits
     // NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
     if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >=
-        (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
+        (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4))
     {
         // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
         // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call!
@@ -1312,14 +1312,14 @@ void rlVertex3f(float x, float y, float z)
     }
 
     // Verify that current vertex buffer elements limit has not been reached
-    if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
+    if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
     {
         RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter] = tx;
         RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 1] = ty;
         RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = tz;
         RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++;
 
-        RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount++;
+        RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount++;
     }
     else TRACELOG(RL_LOG_ERROR, "RLGL: Batch elements overflow");
 }
@@ -1390,7 +1390,7 @@ void rlSetTexture(unsigned int id)
 #else
         // NOTE: If quads batch limit is reached, we force a draw call and next batch starts
         if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >=
-            RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)
+            RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)
         {
             rlDrawRenderBatch(RLGL.currentBatch);
         }
@@ -1401,33 +1401,33 @@ void rlSetTexture(unsigned int id)
 #if defined(GRAPHICS_API_OPENGL_11)
         rlEnableTexture(id);
 #else
-        if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id)
+        if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId != id)
         {
-            if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0)
+            if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0)
             {
                 // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4,
                 // that way, following QUADS drawing will keep aligned with index processing
                 // It implies adding some extra alignment vertex at the end of the draw,
                 // those vertex are not processed but they are considered as an additional offset
                 // for the next set of vertex to be drawn
-                if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4);
-                else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4)));
-                else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0;
+                if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4);
+                else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4)));
+                else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0;
 
-                if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment))
+                if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment))
                 {
-                    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
-                    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
-                    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment;
+                    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
+                    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
+                    RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment;
 
-                    RLGL.currentBatch->drawsCounter++;
+                    RLGL.currentBatch->drawCounterer++;
                 }
             }
 
-            if (RLGL.currentBatch->drawsCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
+            if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch);
 
-            RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id;
-            RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0;
+            RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = id;
+            RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0;
         }
 #endif
     }
@@ -2169,7 +2169,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
 
     for (int i = 0; i < numBuffers; i++)
     {
-        batch.vertexBuffer[i].elementsCount = bufferElements;
+        batch.vertexBuffer[i].elementCount = bufferElements;
 
         batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float));        // 3 float by vertex, 4 vertex by quad
         batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float));       // 2 float by texcoord, 4 texcoord by quad
@@ -2274,8 +2274,8 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
         //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity();
     }
 
-    batch.buffersCount = numBuffers;    // Record buffer count
-    batch.drawsCounter = 1;             // Reset draws counter
+    batch.bufferCount = numBuffers;    // Record buffer count
+    batch.drawCounterer = 1;             // Reset draws counter
     batch.currentDepth = -1.0f;         // Reset depth value
     //--------------------------------------------------------------------------------------------
 #endif
@@ -2297,7 +2297,7 @@ void rlUnloadRenderBatch(rlRenderBatch batch)
     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
 
     // Unload all vertex buffers data
-    for (int i = 0; i < batch.buffersCount; i++)
+    for (int i = 0; i < batch.bufferCount; i++)
     {
         // Delete VBOs from GPU (VRAM)
         glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]);
@@ -2338,17 +2338,17 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
         // Vertex positions buffer
         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]);
         glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW);  // Update all buffer
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW);  // Update all buffer
 
         // Texture coordinates buffer
         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]);
         glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer
 
         // Colors buffer
         glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]);
         glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors);
-        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW);    // Update all buffer
+        //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW);    // Update all buffer
 
         // NOTE: glMapBuffer() causes sync issue.
         // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
@@ -2375,12 +2375,12 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
     Matrix matProjection = RLGL.State.projection;
     Matrix matModelView = RLGL.State.modelview;
 
-    int eyesCount = 1;
-    if (RLGL.State.stereoRender) eyesCount = 2;
+    int eyeCount = 1;
+    if (RLGL.State.stereoRender) eyeCount = 2;
 
-    for (int eye = 0; eye < eyesCount; eye++)
+    for (int eye = 0; eye < eyeCount; eye++)
     {
-        if (eyesCount == 2)
+        if (eyeCount == 2)
         {
             // Setup current eye viewport (half screen width)
             rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
@@ -2447,7 +2447,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
             // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls
             glActiveTexture(GL_TEXTURE0);
 
-            for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++)
+            for (int i = 0, vertexOffset = 0; i < batch->drawCounterer; i++)
             {
                 // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default
                 glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId);
@@ -2456,7 +2456,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
                 else
                 {
 #if defined(GRAPHICS_API_OPENGL_33)
-                    // We need to define the number of indices to be processed: quadsCount*6
+                    // We need to define the number of indices to be processed: elementCount*6
                     // NOTE: The final parameter tells the GPU the offset in bytes from the
                     // start of the index buffer to the location of the first index to process
                     glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint)));
@@ -2510,12 +2510,12 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
     for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0;
 
     // Reset draws counter to one draw for the batch
-    batch->drawsCounter = 1;
+    batch->drawCounterer = 1;
     //------------------------------------------------------------------------------------------------------------
 
     // Change to next buffer in the list (in case of multi-buffering)
     batch->currentBuffer++;
-    if (batch->currentBuffer >= batch->buffersCount) batch->currentBuffer = 0;
+    if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0;
 #endif
 }
 
@@ -2546,7 +2546,7 @@ bool rlCheckRenderBatchLimit(int vCount)
 
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >=
-        (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
+        (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4))
     {
         overflow = true;
         rlDrawRenderBatch(RLGL.currentBatch);    // NOTE: Stereo rendering is checked inside

+ 12 - 12
src/shapes.c

@@ -190,16 +190,16 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
 }
 
 // Draw lines sequence
-void DrawLineStrip(Vector2 *points, int pointsCount, Color color)
+void DrawLineStrip(Vector2 *points, int pointCount, Color color)
 {
-    if (pointsCount >= 2)
+    if (pointCount >= 2)
     {
-        rlCheckRenderBatchLimit(pointsCount);
+        rlCheckRenderBatchLimit(pointCount);
 
         rlBegin(RL_LINES);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
-            for (int i = 0; i < pointsCount - 1; i++)
+            for (int i = 0; i < pointCount - 1; i++)
             {
                 rlVertex2f(points[i].x, points[i].y);
                 rlVertex2f(points[i + 1].x, points[i + 1].y);
@@ -1318,17 +1318,17 @@ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
 // Draw a triangle fan defined by points
 // NOTE: First vertex provided is the center, shared by all triangles
 // By default, following vertex should be provided in counter-clockwise order
-void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
+void DrawTriangleFan(Vector2 *points, int pointCount, Color color)
 {
-    if (pointsCount >= 3)
+    if (pointCount >= 3)
     {
-        rlCheckRenderBatchLimit((pointsCount - 2)*4);
+        rlCheckRenderBatchLimit((pointCount - 2)*4);
 
         rlSetTexture(texShapes.id);
         rlBegin(RL_QUADS);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
-            for (int i = 1; i < pointsCount - 1; i++)
+            for (int i = 1; i < pointCount - 1; i++)
             {
                 rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
                 rlVertex2f(points[0].x, points[0].y);
@@ -1349,16 +1349,16 @@ void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
 
 // Draw a triangle strip defined by points
 // NOTE: Every new vertex connects with previous two
-void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
+void DrawTriangleStrip(Vector2 *points, int pointCount, Color color)
 {
-    if (pointsCount >= 3)
+    if (pointCount >= 3)
     {
-        rlCheckRenderBatchLimit(3*(pointsCount - 2));
+        rlCheckRenderBatchLimit(3*(pointCount - 2));
 
         rlBegin(RL_TRIANGLES);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
-            for (int i = 2; i < pointsCount; i++)
+            for (int i = 2; i < pointCount; i++)
             {
                 if ((i%2) == 0)
                 {

+ 33 - 33
src/textures.c

@@ -258,7 +258,7 @@ Image LoadImageRaw(const char *fileName, int width, int height, int format, int
 Image LoadImageAnim(const char *fileName, int *frames)
 {
     Image image = { 0 };
-    int framesCount = 1;
+    int frameCount = 1;
 
 #if defined(SUPPORT_FILEFORMAT_GIF)
     if (IsFileExtension(fileName, ".gif"))
@@ -270,7 +270,7 @@ Image LoadImageAnim(const char *fileName, int *frames)
         {
             int comp = 0;
             int **delays = NULL;
-            image.data = stbi_load_gif_from_memory(fileData, dataSize, delays, &image.width, &image.height, &framesCount, &comp, 4);
+            image.data = stbi_load_gif_from_memory(fileData, dataSize, delays, &image.width, &image.height, &frameCount, &comp, 4);
 
             image.mipmaps = 1;
             image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
@@ -286,7 +286,7 @@ Image LoadImageAnim(const char *fileName, int *frames)
 
     // TODO: Support APNG animated images?
 
-    *frames = framesCount;
+    *frames = frameCount;
     return image;
 }
 
@@ -520,17 +520,17 @@ bool ExportImageAsCode(Image image, const char *fileName)
     // and requiring 6 char bytes for every byte: "0x00, "
     char *txtData = (char *)RL_CALLOC(dataSize*6 + 2000, sizeof(char));
 
-    int bytesCount = 0;
-    bytesCount += sprintf(txtData + bytesCount, "////////////////////////////////////////////////////////////////////////////////////////\n");
-    bytesCount += sprintf(txtData + bytesCount, "//                                                                                    //\n");
-    bytesCount += sprintf(txtData + bytesCount, "// ImageAsCode exporter v1.0 - Image pixel data exported as an array of bytes         //\n");
-    bytesCount += sprintf(txtData + bytesCount, "//                                                                                    //\n");
-    bytesCount += sprintf(txtData + bytesCount, "// more info and bugs-report:  github.com/raysan5/raylib                              //\n");
-    bytesCount += sprintf(txtData + bytesCount, "// feedback and support:       ray[at]raylib.com                                      //\n");
-    bytesCount += sprintf(txtData + bytesCount, "//                                                                                    //\n");
-    bytesCount += sprintf(txtData + bytesCount, "// Copyright (c) 2018-2021 Ramon Santamaria (@raysan5)                                //\n");
-    bytesCount += sprintf(txtData + bytesCount, "//                                                                                    //\n");
-    bytesCount += sprintf(txtData + bytesCount, "////////////////////////////////////////////////////////////////////////////////////////\n\n");
+    int byteCount = 0;
+    byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n");
+    byteCount += sprintf(txtData + byteCount, "//                                                                                    //\n");
+    byteCount += sprintf(txtData + byteCount, "// ImageAsCode exporter v1.0 - Image pixel data exported as an array of bytes         //\n");
+    byteCount += sprintf(txtData + byteCount, "//                                                                                    //\n");
+    byteCount += sprintf(txtData + byteCount, "// more info and bugs-report:  github.com/raysan5/raylib                              //\n");
+    byteCount += sprintf(txtData + byteCount, "// feedback and support:       ray[at]raylib.com                                      //\n");
+    byteCount += sprintf(txtData + byteCount, "//                                                                                    //\n");
+    byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2021 Ramon Santamaria (@raysan5)                                //\n");
+    byteCount += sprintf(txtData + byteCount, "//                                                                                    //\n");
+    byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n\n");
 
     // Get file name from path and convert variable name to uppercase
     char varFileName[256] = { 0 };
@@ -538,14 +538,14 @@ bool ExportImageAsCode(Image image, const char *fileName)
     for (int i = 0; varFileName[i] != '\0'; i++) if ((varFileName[i] >= 'a') && (varFileName[i] <= 'z')) { varFileName[i] = varFileName[i] - 32; }
 
     // Add image information
-    bytesCount += sprintf(txtData + bytesCount, "// Image data information\n");
-    bytesCount += sprintf(txtData + bytesCount, "#define %s_WIDTH    %i\n", varFileName, image.width);
-    bytesCount += sprintf(txtData + bytesCount, "#define %s_HEIGHT   %i\n", varFileName, image.height);
-    bytesCount += sprintf(txtData + bytesCount, "#define %s_FORMAT   %i          // raylib internal pixel format\n\n", varFileName, image.format);
+    byteCount += sprintf(txtData + byteCount, "// Image data information\n");
+    byteCount += sprintf(txtData + byteCount, "#define %s_WIDTH    %i\n", varFileName, image.width);
+    byteCount += sprintf(txtData + byteCount, "#define %s_HEIGHT   %i\n", varFileName, image.height);
+    byteCount += sprintf(txtData + byteCount, "#define %s_FORMAT   %i          // raylib internal pixel format\n\n", varFileName, image.format);
 
-    bytesCount += sprintf(txtData + bytesCount, "static unsigned char %s_DATA[%i] = { ", varFileName, dataSize);
-    for (int i = 0; i < dataSize - 1; i++) bytesCount += sprintf(txtData + bytesCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), ((unsigned char *)image.data)[i]);
-    bytesCount += sprintf(txtData + bytesCount, "0x%x };\n", ((unsigned char *)image.data)[dataSize - 1]);
+    byteCount += sprintf(txtData + byteCount, "static unsigned char %s_DATA[%i] = { ", varFileName, dataSize);
+    for (int i = 0; i < dataSize - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), ((unsigned char *)image.data)[i]);
+    byteCount += sprintf(txtData + byteCount, "0x%x };\n", ((unsigned char *)image.data)[dataSize - 1]);
 
     // NOTE: Text data length exported is determined by '\0' (NULL) character
     success = SaveFileText(fileName, txtData);
@@ -765,11 +765,11 @@ Image GenImageCellular(int width, int height, int tileSize)
 
     int seedsPerRow = width/tileSize;
     int seedsPerCol = height/tileSize;
-    int seedsCount = seedsPerRow*seedsPerCol;
+    int seedCount = seedsPerRow*seedsPerCol;
 
-    Vector2 *seeds = (Vector2 *)RL_MALLOC(seedsCount*sizeof(Vector2));
+    Vector2 *seeds = (Vector2 *)RL_MALLOC(seedCount*sizeof(Vector2));
 
-    for (int i = 0; i < seedsCount; i++)
+    for (int i = 0; i < seedCount; i++)
     {
         int y = (i/seedsPerRow)*tileSize + GetRandomValue(0, tileSize - 1);
         int x = (i%seedsPerRow)*tileSize + GetRandomValue(0, tileSize - 1);
@@ -1180,12 +1180,12 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
         {
             if ((codepoint != ' ') && (codepoint != '\t'))
             {
-                Rectangle rec = { (float)(textOffsetX + font.chars[index].offsetX), (float)(textOffsetY + font.chars[index].offsetY), (float)font.recs[index].width, (float)font.recs[index].height };
-                ImageDraw(&imText, font.chars[index].image, (Rectangle){ 0, 0, (float)font.chars[index].image.width, (float)font.chars[index].image.height }, rec, tint);
+                Rectangle rec = { (float)(textOffsetX + font.glyphs[index].offsetX), (float)(textOffsetY + font.glyphs[index].offsetY), (float)font.recs[index].width, (float)font.recs[index].height };
+                ImageDraw(&imText, font.glyphs[index].image, (Rectangle){ 0, 0, (float)font.glyphs[index].image.width, (float)font.glyphs[index].image.height }, rec, tint);
             }
 
-            if (font.chars[index].advanceX == 0) textOffsetX += (int)(font.recs[index].width + spacing);
-            else textOffsetX += font.chars[index].advanceX + (int)spacing;
+            if (font.glyphs[index].advanceX == 0) textOffsetX += (int)(font.recs[index].width + spacing);
+            else textOffsetX += font.glyphs[index].advanceX + (int)spacing;
         }
 
         i += (codepointByteCount - 1);   // Move text bytes counter to next codepoint
@@ -2185,7 +2185,7 @@ Color *LoadImageColors(Image image)
 
 // Load colors palette from image as a Color array (RGBA - 32bit)
 // NOTE: Memory allocated should be freed using UnloadImagePalette()
-Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount)
+Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount)
 {
     #define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a))
 
@@ -2234,7 +2234,7 @@ Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount)
         UnloadImageColors(pixels);
     }
 
-    *colorsCount = palCount;
+    *colorCount = palCount;
 
     return palette;
 }
@@ -3487,9 +3487,9 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
 // Draw textured polygon, defined by vertex and texturecoordinates
 // NOTE: Polygon center must have straight line path to all points
 // without crossing perimeter, points must be in anticlockwise order
-void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint)
+void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
 {
-    rlCheckRenderBatchLimit((pointsCount - 1)*4);
+    rlCheckRenderBatchLimit((pointCount - 1)*4);
 
     rlSetTexture(texture.id);
 
@@ -3498,7 +3498,7 @@ void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2
 
         rlColor4ub(tint.r, tint.g, tint.b, tint.a);
 
-        for (int i = 0; i < pointsCount - 1; i++)
+        for (int i = 0; i < pointCount - 1; i++)
         {
             rlTexCoord2f(0.5f, 0.5f);
             rlVertex2f(center.x, center.y);