From 03ecf2202e61532bebaffc3b49941261bf967614 Mon Sep 17 00:00:00 2001 From: RadsammyT <32146976+RadsammyT@users.noreply.github.com> Date: Tue, 8 Aug 2023 14:10:40 -0400 Subject: [PATCH] Fix typos in rcore.c comments (#3234) * Fix typos in rcore.c comments thought i corrected "dettach" Fix typos in rcore.c comments * 'fordward' > forward --- src/rcore.c | 30 +++++++++++++++--------------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/src/rcore.c b/src/rcore.c index 97d010a9..c2883498 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -3694,7 +3694,7 @@ unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize) // Ref: https://github.com/raysan5/raylib/issues/686 void OpenURL(const char *url) { - // Security check to (aprtially) avoid malicious code on PLATFORM_WEB + // Security check to (partially) avoid malicious code on PLATFORM_WEB if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character"); else { @@ -4277,9 +4277,9 @@ static bool InitGraphicsDevice(int width, int height) glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE #if defined(__APPLE__) - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility #else - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above! #endif //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context } @@ -5890,7 +5890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) } break; case APP_CMD_TERM_WINDOW: { - // Dettach OpenGL context and destroy display surface + // Detach OpenGL context and destroy display surface // NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming. // NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...) // NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :( @@ -6575,7 +6575,7 @@ static void ConfigureEvdevDevice(char *device) { ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits); - // Check for absolute movement support (usualy touchscreens, but also joysticks) + // Check for absolute movement support (usually touchscreens, but also joysticks) if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y)) { hasAbs = true; @@ -6589,7 +6589,7 @@ static void ConfigureEvdevDevice(char *device) worker->absRange.height = absinfo.maximum - absinfo.minimum; } - // Check for multiple absolute movement support (usualy multitouch touchscreens) + // Check for multiple absolute movement support (usually multitouch touchscreens) if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y)) { hasAbsMulti = true; @@ -6604,7 +6604,7 @@ static void ConfigureEvdevDevice(char *device) } } - // Check for relative movement support (usualy mouse) + // Check for relative movement support (usually mouse) if (TEST_BIT(evBits, EV_REL)) { ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits); @@ -6612,7 +6612,7 @@ static void ConfigureEvdevDevice(char *device) if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true; } - // Check for button support to determine the device type(usualy on all input devices) + // Check for button support to determine the device type(usually on all input devices) if (TEST_BIT(evBits, EV_KEY)) { ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits); @@ -6740,7 +6740,7 @@ static void PollKeyboardEvents(void) // Keyboard button parsing if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255 { - keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode + keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode // Make sure we got a valid keycode if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState))) @@ -6817,8 +6817,8 @@ static void *EventThread(void *arg) // Basic movement if (event.code == ABS_X) { - CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange - CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange + CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange + CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange touchAction = 2; // TOUCH_ACTION_MOVE gestureUpdate = true; @@ -6826,8 +6826,8 @@ static void *EventThread(void *arg) if (event.code == ABS_Y) { - CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange - CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange + CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange + CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange touchAction = 2; // TOUCH_ACTION_MOVE gestureUpdate = true; @@ -6838,12 +6838,12 @@ static void *EventThread(void *arg) if (event.code == ABS_MT_POSITION_X) { - if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange + if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange } if (event.code == ABS_MT_POSITION_Y) { - if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange + if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange } if (event.code == ABS_MT_TRACKING_ID)