Преглед изворни кода

Reviewed some TODO comments

pull/2008/head
Ray пре 3 година
родитељ
комит
00a763ea44
7 измењених фајлова са 5 додато и 10 уклоњено
  1. +1
    -2
      src/Makefile
  2. +1
    -0
      src/raylib.h
  3. +1
    -1
      src/rcore.c
  4. +0
    -2
      src/rlgl.h
  5. +1
    -1
      src/rmodels.c
  6. +1
    -2
      src/rtext.c
  7. +0
    -2
      src/rtextures.c

+ 1
- 2
src/Makefile Прегледај датотеку

@ -80,7 +80,6 @@ RAYLIB_MODULE_RAYGUI_PATH ?= $(RAYLIB_SRC_PATH)/../../raygui/src
RAYLIB_MODULE_PHYSAC_PATH ?= $(RAYLIB_SRC_PATH)/extras RAYLIB_MODULE_PHYSAC_PATH ?= $(RAYLIB_SRC_PATH)/extras
# Use external GLFW library instead of rglfw module # Use external GLFW library instead of rglfw module
# TODO: Review usage of examples on Linux.
USE_EXTERNAL_GLFW ?= FALSE USE_EXTERNAL_GLFW ?= FALSE
# Use Wayland display server protocol on Linux desktop # Use Wayland display server protocol on Linux desktop
@ -608,7 +607,7 @@ android_native_app_glue.o : $(NATIVE_APP_GLUE)/android_native_app_glue.c
# for our -L and -I specification to simplify management of the raylib source package. # for our -L and -I specification to simplify management of the raylib source package.
# Customize these locations if you like but don't forget to pass them to make # Customize these locations if you like but don't forget to pass them to make
# for compilation and enable runtime linking with -rpath, LD_LIBRARY_PATH, or ldconfig. # for compilation and enable runtime linking with -rpath, LD_LIBRARY_PATH, or ldconfig.
# Hint: add -L$(RAYLIB_INSTALL_PATH) -I$(RAYLIB_H_INSTALL_PATH) to your own makefiles.
# HINT: Add -L$(RAYLIB_INSTALL_PATH) -I$(RAYLIB_H_INSTALL_PATH) to your own makefiles.
# See below and ../examples/Makefile for more information. # See below and ../examples/Makefile for more information.
# TODO: Add other platforms. Remove sudo requirement, i.e. add USER mode. # TODO: Add other platforms. Remove sudo requirement, i.e. add USER mode.

+ 1
- 0
src/raylib.h Прегледај датотеку

@ -1107,6 +1107,7 @@ RLAPI int GetTouchY(void); // Get touch posit
RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index
RLAPI int GetTouchPointCount(void); // Get number of touch points RLAPI int GetTouchPointCount(void); // Get number of touch points
RLAPI int GetTouchEvent(void); // Get last touch event registered
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures) // Gestures and Touch Handling Functions (Module: rgestures)

+ 1
- 1
src/rcore.c Прегледај датотеку

@ -1081,7 +1081,7 @@ bool IsWindowMaximized(void)
bool IsWindowFocused(void) bool IsWindowFocused(void)
{ {
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0); // TODO!
return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0);
#else #else
return true; return true;
#endif #endif

+ 0
- 2
src/rlgl.h Прегледај датотеку

@ -3028,8 +3028,6 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
// NOTE: This behaviour could be conditioned by graphic driver... // NOTE: This behaviour could be conditioned by graphic driver...
unsigned int fboId = rlLoadFramebuffer(width, height); unsigned int fboId = rlLoadFramebuffer(width, height);
// TODO: Create depth texture/renderbuffer for fbo?
glBindFramebuffer(GL_FRAMEBUFFER, fboId); glBindFramebuffer(GL_FRAMEBUFFER, fboId);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);

+ 1
- 1
src/rmodels.c Прегледај датотеку

@ -5741,7 +5741,7 @@ static Model LoadVOX(const char *fileName)
memcpy(pmesh->vertices, pvertices, size); memcpy(pmesh->vertices, pvertices, size);
// Copy indices // Copy indices
// TODO: compute globals indices array
// TODO: Compute globals indices array
size = voxarray.indices.used * sizeof(unsigned short); size = voxarray.indices.used * sizeof(unsigned short);
pmesh->indices = MemAlloc(size); pmesh->indices = MemAlloc(size);
memcpy(pmesh->indices, pindices, size); memcpy(pmesh->indices, pindices, size);

+ 1
- 2
src/rtext.c Прегледај датотеку

@ -1525,9 +1525,8 @@ int GetCodepointCount(const char *text)
// Get next codepoint in a UTF-8 encoded text, scanning until '\0' is found // Get next codepoint in a UTF-8 encoded text, scanning until '\0' is found
// When a invalid UTF-8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned // When a invalid UTF-8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
// Total number of bytes processed are returned as a parameter // Total number of bytes processed are returned as a parameter
// NOTE: the standard says U+FFFD should be returned in case of errors
// NOTE: The standard says U+FFFD should be returned in case of errors
// but that character is not supported by the default font in raylib // but that character is not supported by the default font in raylib
// TODO: Optimize this code for speed!!
int GetCodepoint(const char *text, int *bytesProcessed) int GetCodepoint(const char *text, int *bytesProcessed)
{ {
/* /*

+ 0
- 2
src/rtextures.c Прегледај датотеку

@ -871,8 +871,6 @@ Image ImageFromImage(Image image, Rectangle rec)
int bytesPerPixel = GetPixelDataSize(1, 1, image.format); int bytesPerPixel = GetPixelDataSize(1, 1, image.format);
// TODO: Check rec is valid?
result.width = (int)rec.width; result.width = (int)rec.width;
result.height = (int)rec.height; result.height = (int)rec.height;
result.data = RL_CALLOC((int)(rec.width*rec.height)*bytesPerPixel, 1); result.data = RL_CALLOC((int)(rec.width*rec.height)*bytesPerPixel, 1);

Loading…
Откажи
Сачувај