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REVIEWED: Webpage reference comments starting with `REF:`, more consistent with `TODO:` and `NOTE:` comments

Ray пре 1 дан
родитељ
комит
c96669e123

+ 2 - 2
src/platforms/rcore_android.c

@@ -1162,8 +1162,8 @@ static GamepadButton AndroidTranslateGamepadButton(int button)
 static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
 {
     // If additional inputs are required check:
-    // Ref: https://developer.android.com/ndk/reference/group/input
-    // Ref: https://developer.android.com/training/game-controllers/controller-input
+    // REF: https://developer.android.com/ndk/reference/group/input
+    // REF: https://developer.android.com/training/game-controllers/controller-input
 
     int type = AInputEvent_getType(event);
     int source = AInputEvent_getSource(event);

+ 6 - 6
src/platforms/rcore_desktop_glfw.c

@@ -1122,7 +1122,7 @@ double GetTime(void)
 // NOTE: This function is only safe to use if you control the URL given
 // A user could craft a malicious string performing another action
 // Only call this function yourself not with user input or make sure to check the string yourself
-// Ref: https://github.com/raysan5/raylib/issues/686
+// REF: https://github.com/raysan5/raylib/issues/686
 void OpenURL(const char *url)
 {
     // Security check to (partially) avoid malicious code
@@ -1234,8 +1234,8 @@ void PollInputEvents(void)
     // Map touch position to mouse position for convenience
     // WARNING: If the target desktop device supports touch screen, this behaviour should be reviewed!
     // TODO: GLFW does not support multi-touch input yet
-    // Ref: https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
-    // Ref: https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
+    // REF: https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
+    // REF: https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
     CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
 
     // Check if gamepads are ready
@@ -1347,7 +1347,7 @@ void PollInputEvents(void)
 // Function wrappers around RL_*alloc macros, used by glfwInitAllocator() inside of InitPlatform()
 // We need to provide these because GLFWallocator expects function pointers with specific signatures
 // Similar wrappers exist in utils.c but we cannot reuse them here due to declaration mismatch
-// Ref: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
+// REF: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
 static void *AllocateWrapper(size_t size, void *user)
 {
     (void)user;
@@ -1945,8 +1945,8 @@ static void CharCallback(GLFWwindow *window, unsigned int codepoint)
 {
     // NOTE: Registers any key down considering OS keyboard layout but
     // does not detect action events, those should be managed by user...
-    // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
-    // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
+    // REF: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
+    // REF: https://www.glfw.org/docs/latest/input_guide.html#input_char
 
     // Check if there is space available in the queue
     if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)

+ 2 - 2
src/platforms/rcore_desktop_sdl.c

@@ -1129,7 +1129,7 @@ Vector2 GetWindowScaleDPI(void)
 
 #ifndef USING_VERSION_SDL3
     // NOTE: SDL_GetWindowDisplayScale was only added on SDL3
-    // Ref: https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
+    // REF: https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
     // TODO: Implement the window scale factor calculation manually
     TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
 #else
@@ -1279,7 +1279,7 @@ double GetTime(void)
 // NOTE: This function is only safe to use if you control the URL given
 // A user could craft a malicious string performing another action
 // Only call this function yourself not with user input or make sure to check the string yourself
-// Ref: https://github.com/raysan5/raylib/issues/686
+// REF: https://github.com/raysan5/raylib/issues/686
 void OpenURL(const char *url)
 {
     // Security check to (partially) avoid malicious code

+ 1 - 1
src/platforms/rcore_desktop_win32.c

@@ -1239,7 +1239,7 @@ double GetTime(void)
 // NOTE: This function is only safe to use if you control the URL given
 // A user could craft a malicious string performing another action
 // Only call this function yourself not with user input or make sure to check the string yourself
-// Ref: https://github.com/raysan5/raylib/issues/686
+// REF: https://github.com/raysan5/raylib/issues/686
 void OpenURL(const char *url)
 {
     // Security check to (partially) avoid malicious code on target platform

+ 2 - 2
src/platforms/rcore_drm.c

@@ -220,7 +220,7 @@ static const short linuxToRaylibMap[KEYMAP_SIZE] = {
     248, 0,   0,   0,   0,   0,   0,   0,
 
     // Gamepads are mapped according to:
-    // Ref: https://www.kernel.org/doc/html/next/input/gamepad.html
+    // REF: https://www.kernel.org/doc/html/next/input/gamepad.html
     // Those mappings are standardized, but that doesn't mean people follow
     // the standards, so this is more of an approximation
     [BTN_DPAD_UP] = GAMEPAD_BUTTON_LEFT_FACE_UP,
@@ -1013,7 +1013,7 @@ double GetTime(void)
 // NOTE: This function is only safe to use if you control the URL given
 // A user could craft a malicious string performing another action
 // Only call this function yourself not with user input or make sure to check the string yourself
-// Ref: https://github.com/raysan5/raylib/issues/686
+// REF: https://github.com/raysan5/raylib/issues/686
 void OpenURL(const char *url)
 {
     TRACELOG(LOG_WARNING, "OpenURL() not implemented on target platform");

+ 1 - 1
src/platforms/rcore_memory.c

@@ -383,7 +383,7 @@ double GetTime(void)
 // NOTE: This function is only safe to use if you control the URL given.
 // A user could craft a malicious string performing another action.
 // Only call this function yourself not with user input or make sure to check the string yourself.
-// Ref: https://github.com/raysan5/raylib/issues/686
+// REF: https://github.com/raysan5/raylib/issues/686
 void OpenURL(const char *url)
 {
     // Security check to (partially) avoid malicious code on target platform

+ 5 - 5
src/platforms/rcore_web.c

@@ -131,7 +131,7 @@ static void MouseEnterCallback(GLFWwindow *window, int enter);
 
 // Emscripten window callback events
 static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
-// static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
+//static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
 static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
 static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent *focusEvent, void *userData);
 static EM_BOOL EmscriptenVisibilityChangeCallback(int eventType, const EmscriptenVisibilityChangeEvent *visibilityChangeEvent, void *userData);
@@ -165,7 +165,7 @@ EM_JS(void, SetCanvasIdJs, (char *out, int outSize), {
 bool WindowShouldClose(void)
 {
     // Emscripten Asyncify is required to run synchronous code in asynchronous JS
-    // Ref: https://emscripten.org/docs/porting/asyncify.html
+    // REF: https://emscripten.org/docs/porting/asyncify.html
 
     // WindowShouldClose() is not called on a web-ready raylib application if using emscripten_set_main_loop()
     // and encapsulating one frame execution on a UpdateDrawFrame() function,
@@ -243,7 +243,7 @@ void ToggleFullscreen(void)
 
             // Option 2: Request fullscreen for the canvas element with strategy
             // This option does not seem to work at all
-            // Ref: https://github.com/emscripten-core/emscripten/issues/5124
+            // REF: https://github.com/emscripten-core/emscripten/issues/5124
             // EmscriptenFullscreenStrategy strategy = {
                 // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
                 // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
@@ -1520,8 +1520,8 @@ static void CharCallback(GLFWwindow *window, unsigned int key)
 
     // NOTE: Registers any key down considering OS keyboard layout but
     // does not detect action events, those should be managed by user...
-    // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
-    // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
+    // REF: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
+    // REF: https://www.glfw.org/docs/latest/input_guide.html#input_char
 
     // Check if there is space available in the queue
     if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)

+ 2 - 2
src/rcore.c

@@ -1660,8 +1660,8 @@ float GetFrameTime(void)
 // Wait for some time (stop program execution)
 // NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
 // take longer than expected... for that reason we use the busy wait loop
-// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
-// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
+// REF: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
+// REF: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
 void WaitTime(double seconds)
 {
     if (seconds < 0) return;    // Security check

+ 2 - 2
src/rlgl.h

@@ -3914,7 +3914,7 @@ void rlUnloadFramebuffer(unsigned int id)
 
     // TODO: Review warning retrieving object name in WebGL
     // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
-    // Ref: https://registry.khronos.org/webgl/specs/latest/1.0/
+    // REF: https://registry.khronos.org/webgl/specs/latest/1.0/
     glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
 
     unsigned int depthIdU = (unsigned int)depthId;
@@ -4485,7 +4485,7 @@ void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
     glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
 #elif defined(GRAPHICS_API_OPENGL_ES2)
     // WARNING: WebGL does not support Matrix transpose ("true" parameter)
-    // Ref: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
+    // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
     glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
 #endif
 }

+ 2 - 2
src/rmodels.c

@@ -5998,8 +5998,8 @@ static Model LoadGLTF(const char *fileName)
         //----------------------------------------------------------------------------------------------------
 
         // Load animation data
-        // Ref: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins
-        // Ref: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
+        // REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins
+        // REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
         //
         // LIMITATIONS:
         //  - Only supports 1 armature per file, and skips loading it if there are multiple armatures

+ 1 - 1
src/rtext.c

@@ -167,7 +167,7 @@ extern void LoadFontDefault(void)
     if (defaultFont.glyphs != NULL) return;
 
     // NOTE: Using UTF-8 encoding table for Unicode U+0000..U+00FF Basic Latin + Latin-1 Supplement
-    // Ref: http://www.utf8-chartable.de/unicode-utf8-table.pl
+    // REF: http://www.utf8-chartable.de/unicode-utf8-table.pl
 
     defaultFont.glyphCount = 224;   // Number of glyphs included in our default font
     defaultFont.glyphPadding = 0;   // Characters padding

+ 2 - 2
src/rtextures.c

@@ -4203,7 +4203,7 @@ TextureCubemap LoadTextureCubemap(Image image, int layout)
         /*else if (layout == CUBEMAP_LAYOUT_PANORAMA)
         {
             // TODO: Implement panorama by converting image to square faces...
-            // Ref: https://github.com/denivip/panorama/blob/master/panorama.cpp
+            // REF: https://github.com/denivip/panorama/blob/master/panorama.cpp
         } */
         else
         {
@@ -5410,7 +5410,7 @@ int GetPixelDataSize(int width, int height, int format)
 // Module Internal Functions Definition
 //----------------------------------------------------------------------------------
 // Convert half-float (stored as unsigned short) to float
-// Ref: https://stackoverflow.com/questions/1659440/32-bit-to-16-bit-floating-point-conversion/60047308#60047308
+// REF: https://stackoverflow.com/questions/1659440/32-bit-to-16-bit-floating-point-conversion/60047308#60047308
 static float HalfToFloat(unsigned short x)
 {
     float result = 0.0f;

+ 2 - 2
src/utils.c

@@ -446,7 +446,7 @@ void InitAssetManager(AAssetManager *manager, const char *dataPath)
 }
 
 // Replacement for fopen()
-// Ref: https://developer.android.com/ndk/reference/group/asset
+// REF: https://developer.android.com/ndk/reference/group/asset
 FILE *android_fopen(const char *fileName, const char *mode)
 {
     if (mode[0] == 'w')
@@ -454,7 +454,7 @@ FILE *android_fopen(const char *fileName, const char *mode)
         // NOTE: fopen() is mapped to android_fopen() that only grants read access to
         // assets directory through AAssetManager but we want to also be able to
         // write data when required using the standard stdio FILE access functions
-        // Ref: https://stackoverflow.com/questions/11294487/android-writing-saving-files-from-native-code-only
+        // REF: https://stackoverflow.com/questions/11294487/android-writing-saving-files-from-native-code-only
         #undef fopen
         return fopen(TextFormat("%s/%s", internalDataPath, fileName), mode);
         #define fopen(name, mode) android_fopen(name, mode)