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Fix typos in src/platforms/rcore_*.c (#3581)

RadsammyT 1 year ago
parent
commit
fe53ba80dd

+ 2 - 2
src/platforms/rcore_desktop.c

@@ -129,7 +129,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
 static void CharCallback(GLFWwindow *window, unsigned int key);                            // GLFW3 Char Key Callback, runs on key pressed (get char value)
 static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods);     // GLFW3 Mouse Button Callback, runs on mouse button pressed
 static void MouseCursorPosCallback(GLFWwindow *window, double x, double y);                // GLFW3 Cursor Position Callback, runs on mouse move
-static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset);       // GLFW3 Srolling Callback, runs on mouse wheel
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset);       // GLFW3 Scrolling Callback, runs on mouse wheel
 static void CursorEnterCallback(GLFWwindow *window, int enter);                            // GLFW3 Cursor Enter Callback, cursor enters client area
 static void JoystickCallback(int jid, int event);                                           // GLFW3 Joystick Connected/Disconnected Callback
 
@@ -1137,7 +1137,7 @@ void PollInputEvents(void)
     //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
 
     // Map touch position to mouse position for convenience
-    // WARNING: If the target desktop device supports touch screen, this behavious should be reviewed!
+    // WARNING: If the target desktop device supports touch screen, this behaviour should be reviewed!
     // TODO: GLFW does not support multi-touch input just yet
     // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
     // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages

+ 6 - 6
src/platforms/rcore_desktop_sdl.c

@@ -48,7 +48,7 @@
 *
 **********************************************************************************************/
 
-#include "SDL.h"                // SDL base library (window/rendered, input, timming... functionality)
+#include "SDL.h"                // SDL base library (window/rendered, input, timing... functionality)
 
 #if defined(GRAPHICS_API_OPENGL_ES2)
     // It seems it does not need to be included to work
@@ -598,7 +598,7 @@ void SetWindowMonitor(int monitor)
         // NOTE:
         // 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
         //    see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
-        // 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
+        // 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
         const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false;
 
         const int screenWidth = CORE.Window.screen.width;
@@ -617,7 +617,7 @@ void SetWindowMonitor(int monitor)
                 //    ending up positioned partly outside the target display.
                 // 2. The workaround for that is, previously to moving the window,
                 //    setting the window size to the target display size, so they match.
-                // 3. It was't done here because we can't assume changing the window size automatically
+                // 3. It wasn't done here because we can't assume changing the window size automatically
                 //    is acceptable behavior by the user.
                 SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
                 CORE.Window.position.x = usableBounds.x;
@@ -1012,7 +1012,7 @@ void PollInputEvents(void)
     // Register previous mouse states
     for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
 
-    // Poll input events for current plaform
+    // Poll input events for current platform
     //-----------------------------------------------------------------------------
     /*
     // WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values
@@ -1318,7 +1318,7 @@ int InitPlatform(void)
     // Init OpenGL context
     platform.glContext = SDL_GL_CreateContext(platform.window);
 
-    // Check window and glContext have been initialized succesfully
+    // Check window and glContext have been initialized successfully
     if ((platform.window != NULL) && (platform.glContext != NULL))
     {
         CORE.Window.ready = true;
@@ -1362,7 +1362,7 @@ int InitPlatform(void)
     SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
     //----------------------------------------------------------------------------
 
-    // Initialize timming system
+    // Initialize timing system
     //----------------------------------------------------------------------------
     // NOTE: No need to call InitTimer(), let SDL manage it internally
     CORE.Time.previous = GetTime();     // Get time as double

+ 1 - 1
src/platforms/rcore_drm.c

@@ -602,7 +602,7 @@ void PollInputEvents(void)
     if (!platform.eventKeyboardMode) ProcessKeyboard();
 
     // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
-    // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
+    // NOTE: Gamepad (Joystick) input events polling is done asynchronously in another pthread - GamepadThread()
 #endif
 
     // Handle the mouse/touch/gestures events:

+ 3 - 3
src/platforms/rcore_template.c

@@ -420,7 +420,7 @@ void PollInputEvents(void)
         CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
     }
 
-    // TODO: Poll input events for current plaform
+    // TODO: Poll input events for current platform
 }
 
 
@@ -561,13 +561,13 @@ int InitPlatform(void)
 
     // TODO: Initialize input events system
     // It could imply keyboard, mouse, gamepad, touch...
-    // Depending on the platform libraries/SDK it could use a callbacks mechanims
+    // Depending on the platform libraries/SDK it could use a callback mechanism
     // For system events and inputs evens polling on a per-frame basis, use PollInputEvents()
     //----------------------------------------------------------------------------
     // ...
     //----------------------------------------------------------------------------
 
-    // TODO: Initialize timming system
+    // TODO: Initialize timing system
     //----------------------------------------------------------------------------
     InitTimer();
     //----------------------------------------------------------------------------

+ 2 - 2
src/platforms/rcore_web.c

@@ -664,7 +664,7 @@ void PollInputEvents(void)
 
     // TODO: This code does not seem to do anything??
     //if (CORE.Window.eventWaiting) glfwWaitEvents();     // Wait for in input events before continue (drawing is paused)
-    //else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reseted?
+    //else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reset?
 }
 
 //----------------------------------------------------------------------------------
@@ -937,7 +937,7 @@ int InitPlatform(void)
     emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
     //----------------------------------------------------------------------------
 
-    // Initialize timming system
+    // Initialize timing system
     //----------------------------------------------------------------------------
     InitTimer();
     //----------------------------------------------------------------------------