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Review functions descriptions

Ray 8 年之前
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bac50fbba5
共有 2 个文件被更改,包括 155 次插入154 次删除
  1. 131 130
      src/core.c
  2. 24 24
      src/raylib.h

+ 131 - 130
src/core.c

@@ -380,7 +380,7 @@ static void *GamepadThread(void *arg);                  // Mouse reading thread
 // Module Functions Definition - Window and OpenGL Context Functions
 //----------------------------------------------------------------------------------
 #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
-// Initialize Window and Graphics Context (OpenGL)
+// Initialize window and OpenGL context
 void InitWindow(int width, int height, const char *title)
 {
     TraceLog(INFO, "Initializing raylib (v1.7.0)");
@@ -443,7 +443,7 @@ void InitWindow(int width, int height, const char *title)
 #endif
 
 #if defined(PLATFORM_ANDROID)
-// Android activity initialization
+// Initialize Android activity
 void InitWindow(int width, int height, void *state)
 {
     TraceLog(INFO, "Initializing raylib (v1.7.0)");
@@ -506,7 +506,7 @@ void InitWindow(int width, int height, void *state)
 }
 #endif
 
-// Close Window and Terminate Context
+// Close window and unload OpenGL context
 void CloseWindow(void)
 {
 #if defined(SUPPORT_DEFAULT_FONT)
@@ -562,7 +562,7 @@ void CloseWindow(void)
     TraceLog(INFO, "Window closed successfully");
 }
 
-// Detect if KEY_ESCAPE pressed or Close icon pressed
+// Check if KEY_ESCAPE pressed or Close icon pressed
 bool WindowShouldClose(void)
 {
 #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -577,7 +577,7 @@ bool WindowShouldClose(void)
 #endif
 }
 
-// Detect if window has been minimized (or lost focus)
+// Check if window has been minimized (or lost focus)
 bool IsWindowMinimized(void)
 {
 #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -587,7 +587,7 @@ bool IsWindowMinimized(void)
 #endif
 }
 
-// Fullscreen toggle (only PLATFORM_DESKTOP)
+// Toggle fullscreen mode (only PLATFORM_DESKTOP)
 void ToggleFullscreen(void)
 {
 #if defined(PLATFORM_DESKTOP)
@@ -646,7 +646,7 @@ void SetWindowMonitor(int monitor)
 #endif
 }
 
-// Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
 void SetWindowMinSize(int width, int height)
 {
 #if defined(PLATFORM_DESKTOP)
@@ -681,7 +681,7 @@ void ShowCursor()
     cursorHidden = false;
 }
 
-// Hide mouse cursor
+// Hides mouse cursor
 void HideCursor()
 {
 #if defined(PLATFORM_DESKTOP)
@@ -701,13 +701,13 @@ void HideCursor()
     cursorHidden = true;
 }
 
-// Check if mouse cursor is hidden
+// Check if cursor is not visible
 bool IsCursorHidden()
 {
     return cursorHidden;
 }
 
-// Enable mouse cursor
+// Enables cursor (unlock cursor)
 void EnableCursor()
 {
 #if defined(PLATFORM_DESKTOP)
@@ -719,7 +719,7 @@ void EnableCursor()
     cursorHidden = false;
 }
 
-// Disable mouse cursor
+// Disables cursor (lock cursor)
 void DisableCursor()
 {
 #if defined(PLATFORM_DESKTOP)
@@ -732,14 +732,14 @@ void DisableCursor()
 }
 #endif  // !defined(PLATFORM_ANDROID)
 
-// Sets Background Color
+// Set background color (framebuffer clear color)
 void ClearBackground(Color color)
 {
     // Clear full framebuffer (not only render area) to color
     rlClearColor(color.r, color.g, color.b, color.a);
 }
 
-// Setup drawing canvas to start drawing
+// Setup canvas (framebuffer) to start drawing
 void BeginDrawing(void)
 {
     currentTime = GetTime();            // Number of elapsed seconds since InitTimer() was called
@@ -754,7 +754,7 @@ void BeginDrawing(void)
                                         // NOTE: Not required with OpenGL 3.3+
 }
 
-// End canvas drawing and Swap Buffers (Double Buffering)
+// End canvas drawing and swap buffers (double buffering)
 void EndDrawing(void)
 {
     rlglDraw();                     // Draw Buffers (Only OpenGL 3+ and ES2)
@@ -782,7 +782,7 @@ void EndDrawing(void)
     }
 }
 
-// Initialize 2D mode with custom camera
+// Initialize 2D mode with custom camera (2D)
 void Begin2dMode(Camera2D camera)
 {
     rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
@@ -800,7 +800,7 @@ void Begin2dMode(Camera2D camera)
     rlMultMatrixf(MatrixToFloat(matTransform));
 }
 
-// Ends 2D mode custom camera usage
+// Ends 2D mode with custom camera
 void End2dMode(void)
 {
     rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
@@ -808,7 +808,7 @@ void End2dMode(void)
     rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
 }
 
-// Initializes 3D mode for drawing (Camera setup)
+// Initializes 3D mode with custom camera (3D)
 void Begin3dMode(Camera camera)
 {
     rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
@@ -897,7 +897,107 @@ void EndTextureMode(void)
     rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
 }
 
-// Set target FPS for the game
+// Returns a ray trace from mouse position
+Ray GetMouseRay(Vector2 mousePosition, Camera camera)
+{
+    Ray ray;
+
+    // Calculate normalized device coordinates
+    // NOTE: y value is negative
+    float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
+    float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
+    float z = 1.0f;
+
+    // Store values in a vector
+    Vector3 deviceCoords = { x, y, z };
+
+    TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
+
+    // Calculate projection matrix (from perspective instead of frustum)
+    Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
+
+    // Calculate view matrix from camera look at
+    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+    // Do I need to transpose it? It seems that yes...
+    // NOTE: matrix order may be incorrect... In OpenGL to get world position from
+    // camera view it just needs to get inverted, but here we need to transpose it too.
+    // For example, if you get view matrix, transpose and inverted and you transform it
+    // to a vector, you will get its 3d world position coordinates (camera.position).
+    // If you don't transpose, final position will be wrong.
+    MatrixTranspose(&matView);
+
+//#define USE_RLGL_UNPROJECT
+#if defined(USE_RLGL_UNPROJECT)     // OPTION 1: Use rlglUnproject()
+
+    Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
+    Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
+
+#else   // OPTION 2: Compute unprojection directly here
+
+    // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
+    Matrix matProjView = MatrixMultiply(matProj, matView);
+    MatrixInvert(&matProjView);
+
+    // Calculate far and near points
+    Quaternion qNear = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
+    Quaternion qFar = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
+
+    // Multiply points by unproject matrix
+    QuaternionTransform(&qNear, matProjView);
+    QuaternionTransform(&qFar, matProjView);
+
+    // Calculate normalized world points in vectors
+    Vector3 nearPoint = { qNear.x/qNear.w, qNear.y/qNear.w, qNear.z/qNear.w};
+    Vector3 farPoint = { qFar.x/qFar.w, qFar.y/qFar.w, qFar.z/qFar.w};
+#endif
+
+    // Calculate normalized direction vector
+    Vector3 direction = VectorSubtract(farPoint, nearPoint);
+    VectorNormalize(&direction);
+
+    // Apply calculated vectors to ray
+    ray.position = camera.position;
+    ray.direction = direction;
+
+    return ray;
+}
+
+// Returns the screen space position from a 3d world space position
+Vector2 GetWorldToScreen(Vector3 position, Camera camera)
+{
+    // Calculate projection matrix (from perspective instead of frustum
+    Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
+
+    // Calculate view matrix from camera look at (and transpose it)
+    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+    MatrixTranspose(&matView);
+
+    // Convert world position vector to quaternion
+    Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
+
+    // Transform world position to view
+    QuaternionTransform(&worldPos, matView);
+
+    // Transform result to projection (clip space position)
+    QuaternionTransform(&worldPos, matProj);
+
+    // Calculate normalized device coordinates (inverted y)
+    Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
+
+    // Calculate 2d screen position vector
+    Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
+
+    return screenPosition;
+}
+
+// Get transform matrix for camera
+Matrix GetCameraMatrix(Camera camera)
+{
+    return MatrixLookAt(camera.position, camera.target, camera.up);
+}
+
+// Set target FPS (maximum)
 void SetTargetFPS(int fps)
 {
     if (fps < 1) targetTime = 0.0;
@@ -912,7 +1012,7 @@ int GetFPS(void)
     return (int)(1.0f/GetFrameTime());
 }
 
-// Returns time in seconds for one frame
+// Returns time in seconds for last frame drawn
 float GetFrameTime(void)
 {
     // NOTE: We round value to milliseconds
@@ -944,7 +1044,6 @@ float *VectorToFloat(Vector3 vec)
     return buffer;
 }
 
-// Converts Matrix to float array
 // NOTE: Returned vector is a transposed version of the Matrix struct,
 // it should be this way because, despite raymath use OpenGL column-major convention,
 // Matrix struct memory alignment and variables naming are not coherent
@@ -1004,7 +1103,7 @@ int GetRandomValue(int min, int max)
     return (rand()%(abs(max-min)+1) + min);
 }
 
-// Fades color by a percentadge
+// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 Color Fade(Color color, float alpha)
 {
     if (alpha < 0.0f) alpha = 0.0f;
@@ -1015,13 +1114,13 @@ Color Fade(Color color, float alpha)
     return (Color){color.r, color.g, color.b, (unsigned char)colorAlpha};
 }
 
-// Activates raylib logo at startup
+// Activate raylib logo at startup (can be done with flags)
 void ShowLogo(void)
 {
     showLogo = true;
 }
 
-// Enable some window/system configurations
+// Setup window configuration flags (view FLAGS)
 void SetConfigFlags(char flags)
 {
     configFlags = flags;
@@ -1030,6 +1129,8 @@ void SetConfigFlags(char flags)
     if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true;
 }
 
+// NOTE TraceLog() function is located in [utils.h]
+
 // Takes a screenshot and saves it in the same folder as executable
 void TakeScreenshot(void)
 {
@@ -1067,14 +1168,14 @@ bool IsFileExtension(const char *fileName, const char *ext)
 }
 
 #if defined(PLATFORM_DESKTOP)
-// Check if a file have been dropped into window
+// Check if a file has been dropped into window
 bool IsFileDropped(void)
 {
     if (dropFilesCount > 0) return true;
     else return false;
 }
 
-// Retrieve dropped files into window
+// Get dropped files names
 char **GetDroppedFiles(int *count)
 {
     *count = dropFilesCount;
@@ -1095,7 +1196,7 @@ void ClearDroppedFiles(void)
 }
 #endif
 
-// Storage save integer value (to defined position)
+// Save integer value to storage file (to defined position)
 // NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
 void StorageSaveValue(int position, int value)
 {
@@ -1135,7 +1236,7 @@ void StorageSaveValue(int position, int value)
     }
 }
 
-// Storage load integer value (from defined position)
+// Load integer value from storage file (from defined position)
 // NOTE: If requested position could not be found, value 0 is returned
 int StorageLoadValue(int position)
 {
@@ -1174,106 +1275,6 @@ int StorageLoadValue(int position)
     return value;
 }
 
-// Returns a ray trace from mouse position
-Ray GetMouseRay(Vector2 mousePosition, Camera camera)
-{
-    Ray ray;
-
-    // Calculate normalized device coordinates
-    // NOTE: y value is negative
-    float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
-    float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
-    float z = 1.0f;
-
-    // Store values in a vector
-    Vector3 deviceCoords = { x, y, z };
-
-    TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
-
-    // Calculate projection matrix (from perspective instead of frustum)
-    Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
-
-    // Calculate view matrix from camera look at
-    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
-    // Do I need to transpose it? It seems that yes...
-    // NOTE: matrix order may be incorrect... In OpenGL to get world position from
-    // camera view it just needs to get inverted, but here we need to transpose it too.
-    // For example, if you get view matrix, transpose and inverted and you transform it
-    // to a vector, you will get its 3d world position coordinates (camera.position).
-    // If you don't transpose, final position will be wrong.
-    MatrixTranspose(&matView);
-
-//#define USE_RLGL_UNPROJECT
-#if defined(USE_RLGL_UNPROJECT)     // OPTION 1: Use rlglUnproject()
-
-    Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
-    Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
-
-#else   // OPTION 2: Compute unprojection directly here
-
-    // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
-    Matrix matProjView = MatrixMultiply(matProj, matView);
-    MatrixInvert(&matProjView);
-
-    // Calculate far and near points
-    Quaternion qNear = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
-    Quaternion qFar = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
-
-    // Multiply points by unproject matrix
-    QuaternionTransform(&qNear, matProjView);
-    QuaternionTransform(&qFar, matProjView);
-
-    // Calculate normalized world points in vectors
-    Vector3 nearPoint = { qNear.x/qNear.w, qNear.y/qNear.w, qNear.z/qNear.w};
-    Vector3 farPoint = { qFar.x/qFar.w, qFar.y/qFar.w, qFar.z/qFar.w};
-#endif
-
-    // Calculate normalized direction vector
-    Vector3 direction = VectorSubtract(farPoint, nearPoint);
-    VectorNormalize(&direction);
-
-    // Apply calculated vectors to ray
-    ray.position = camera.position;
-    ray.direction = direction;
-
-    return ray;
-}
-
-// Returns the screen space position from a 3d world space position
-Vector2 GetWorldToScreen(Vector3 position, Camera camera)
-{
-    // Calculate projection matrix (from perspective instead of frustum
-    Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
-
-    // Calculate view matrix from camera look at (and transpose it)
-    Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-    MatrixTranspose(&matView);
-
-    // Convert world position vector to quaternion
-    Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
-
-    // Transform world position to view
-    QuaternionTransform(&worldPos, matView);
-
-    // Transform result to projection (clip space position)
-    QuaternionTransform(&worldPos, matProj);
-
-    // Calculate normalized device coordinates (inverted y)
-    Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
-
-    // Calculate 2d screen position vector
-    Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
-
-    return screenPosition;
-}
-
-// Get transform matrix for camera
-Matrix GetCameraMatrix(Camera camera)
-{
-    return MatrixLookAt(camera.position, camera.target, camera.up);
-}
-
 //----------------------------------------------------------------------------------
 // Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
 //----------------------------------------------------------------------------------
@@ -1559,7 +1560,7 @@ int GetMouseWheelMove(void)
 #endif
 }
 
-// Returns touch position X
+// Returns touch position X for touch point 0 (relative to screen size)
 int GetTouchX(void)
 {
 #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
@@ -1569,7 +1570,7 @@ int GetTouchX(void)
 #endif
 }
 
-// Returns touch position Y
+// Returns touch position Y for touch point 0 (relative to screen size)
 int GetTouchY(void)
 {
 #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
@@ -1579,7 +1580,7 @@ int GetTouchY(void)
 #endif
 }
 
-// Returns touch position XY
+// Returns touch position XY for a touch point index (relative to screen size)
 // TODO: Touch position should be scaled depending on display size and render size
 Vector2 GetTouchPosition(int index)
 {

+ 24 - 24
src/raylib.h

@@ -656,15 +656,15 @@ extern "C" {            // Prevents name mangling of functions
 // Window and Graphics Device Functions (Module: core)
 //------------------------------------------------------------------------------------
 #if defined(PLATFORM_ANDROID)
-RLAPI void InitWindow(int width, int height, void *state);        // Init Android Activity and OpenGL Graphics (struct android_app)
+RLAPI void InitWindow(int width, int height, void *state);        // Initialize Android activity
 #elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
-RLAPI void InitWindow(int width, int height, const char *title);  // Initialize Window and OpenGL Graphics
+RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
 #endif
 
-RLAPI void CloseWindow(void);                                     // Close Window and Terminate Context
-RLAPI bool WindowShouldClose(void);                               // Detect if KEY_ESCAPE pressed or Close icon pressed
-RLAPI bool IsWindowMinimized(void);                               // Detect if window has been minimized (or lost focus)
-RLAPI void ToggleFullscreen(void);                                // Fullscreen toggle (only PLATFORM_DESKTOP)
+RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
+RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
+RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
+RLAPI void ToggleFullscreen(void);                                // Toggle fullscreen mode (only PLATFORM_DESKTOP)
 RLAPI void SetWindowIcon(Image image);                            // Set icon for window (only PLATFORM_DESKTOP)
 RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
 RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window (fullscreen mode)
@@ -675,29 +675,29 @@ RLAPI int GetScreenHeight(void);                                  // Get current
 #if !defined(PLATFORM_ANDROID)
 RLAPI void ShowCursor(void);                                      // Shows cursor
 RLAPI void HideCursor(void);                                      // Hides cursor
-RLAPI bool IsCursorHidden(void);                                  // Returns true if cursor is not visible
-RLAPI void EnableCursor(void);                                    // Enables cursor
-RLAPI void DisableCursor(void);                                   // Disables cursor
+RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
+RLAPI void EnableCursor(void);                                    // Enables cursor (unlock cursor)
+RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
 #endif
 
-RLAPI void ClearBackground(Color color);                          // Sets Background Color
-RLAPI void BeginDrawing(void);                                    // Setup drawing canvas to start drawing
-RLAPI void EndDrawing(void);                                      // End canvas drawing and Swap Buffers (Double Buffering)
+RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
+RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
+RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
 
-RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera
-RLAPI void End2dMode(void);                                       // Ends 2D mode custom camera usage
-RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode for drawing (Camera setup)
+RLAPI void Begin2dMode(Camera2D camera);                          // Initialize 2D mode with custom camera (2D)
+RLAPI void End2dMode(void);                                       // Ends 2D mode with custom camera
+RLAPI void Begin3dMode(Camera camera);                            // Initializes 3D mode with custom camera (3D)
 RLAPI void End3dMode(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
 RLAPI void BeginTextureMode(RenderTexture2D target);              // Initializes render texture for drawing
 RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
 
 RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
-RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position from a 3d world space position
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
 RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
 
 RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
 RLAPI int GetFPS(void);                                           // Returns current FPS
-RLAPI float GetFrameTime(void);                                   // Returns time in seconds for one frame
+RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
 
 RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
 RLAPI int GetHexValue(Color color);                               // Returns hexadecimal value for a Color
@@ -708,18 +708,18 @@ RLAPI float *MatrixToFloat(Matrix mat);                           // Converts Ma
 RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
 RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
 
-RLAPI void ShowLogo(void);                                        // Activates raylib logo at startup (can be done with flags)
-RLAPI void SetConfigFlags(char flags);                            // Setup some window configuration flags
+RLAPI void ShowLogo(void);                                        // Activate raylib logo at startup (can be done with flags)
+RLAPI void SetConfigFlags(char flags);                            // Setup window configuration flags (view FLAGS)
 RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
 RLAPI void TakeScreenshot(void);                                  // Takes a screenshot and saves it in the same folder as executable
 RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
 
-RLAPI bool IsFileDropped(void);                                   // Check if a file have been dropped into window
-RLAPI char **GetDroppedFiles(int *count);                         // Retrieve dropped files into window
+RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
+RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names
 RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer
 
-RLAPI void StorageSaveValue(int position, int value);             // Storage save integer value (to defined position)
-RLAPI int StorageLoadValue(int position);                         // Storage load integer value (from defined position)
+RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
+RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
 
 //------------------------------------------------------------------------------------
 // Input Handling Functions (Module: core)
@@ -877,7 +877,7 @@ RLAPI void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,
 RLAPI int MeasureText(const char *text, int fontSize);                                                   // Measure string width for default font
 RLAPI Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, int spacing);       // Measure string size for SpriteFont
 
-RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS on top-left corner
+RLAPI void DrawFPS(int posX, int posY);                                                                  // Shows current FPS
 RLAPI const char *FormatText(const char *text, ...);                                                     // Formatting of text with variables to 'embed'
 RLAPI const char *SubText(const char *text, int position, int length);                                   // Get a piece of a text string