diff --git a/src/config.h b/src/config.h index be24c0190..48f66aba4 100644 --- a/src/config.h +++ b/src/config.h @@ -50,7 +50,7 @@ // Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. #define SUPPORT_WINMM_HIGHRES_TIMER 1 -// Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used +// Use busy wait loop for timing sync, if not defined, a high-resolution timer is set up and used //#define SUPPORT_BUSY_WAIT_LOOP 1 // Use a partial-busy wait loop, in this case frame sleeps for most of the time, but then runs a busy loop at the end for accuracy #define SUPPORT_PARTIALBUSY_WAIT_LOOP @@ -65,7 +65,7 @@ // Support automatic generated events, loading and recording of those events when required //#define SUPPORT_EVENTS_AUTOMATION 1 // Support custom frame control, only for advance users -// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() +// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() // Enabling this flag allows manual control of the frame processes, use at your own risk //#define SUPPORT_CUSTOM_FRAME_CONTROL 1 @@ -110,12 +110,12 @@ // Default shader vertex attribute names to set location points // NOTE: When a new shader is loaded, the following locations are tried to be set for convenience -#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5 #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix @@ -139,7 +139,7 @@ //------------------------------------------------------------------------------------ // Module: rtextures - Configuration Flags //------------------------------------------------------------------------------------ -// Selecte desired fileformats to be supported for image data loading +// Select the desired fileformats to be supported for image data loading #define SUPPORT_FILEFORMAT_PNG 1 //#define SUPPORT_FILEFORMAT_BMP 1 //#define SUPPORT_FILEFORMAT_TGA 1 diff --git a/src/minshell.html b/src/minshell.html index 4f0d6ade0..2aa75578f 100644 --- a/src/minshell.html +++ b/src/minshell.html @@ -1,5 +1,5 @@ - +
diff --git a/src/raudio.c b/src/raudio.c index 4705ca582..443fb924e 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -314,7 +314,7 @@ typedef enum { #endif // NOTE: Different logic is used when feeding data to the playback device -// depending on whether or not data is streamed (Music vs Sound) +// depending on whether data is streamed (Music vs Sound) typedef enum { AUDIO_BUFFER_USAGE_STATIC = 0, AUDIO_BUFFER_USAGE_STREAM @@ -474,7 +474,7 @@ void InitAudioDevice(void) return; } - // Mixing happens on a seperate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may + // Mixing happens on a separate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may // want to look at something a bit smarter later on to keep everything real-time, if that's necessary. if (ma_mutex_init(&AUDIO.System.lock) != MA_SUCCESS) { @@ -1089,7 +1089,7 @@ void PlaySoundMulti(Sound sound) unsigned int oldAge = 0; int oldIndex = -1; - // find the first non playing pool entry + // find the first non-playing pool entry for (int i = 0; i < MAX_AUDIO_BUFFER_POOL_CHANNELS; i++) { if (AUDIO.MultiChannel.channels[i] > oldAge) @@ -1105,7 +1105,7 @@ void PlaySoundMulti(Sound sound) } } - // If no none playing pool members can be index choose the oldest + // If no none playing pool members can be indexed choose the oldest if (index == -1) { TRACELOG(LOG_WARNING, "SOUND: Buffer pool is already full, count: %i", AUDIO.MultiChannel.poolCounter); @@ -1113,7 +1113,7 @@ void PlaySoundMulti(Sound sound) if (oldIndex == -1) { // Shouldn't be able to get here... but just in case something odd happens! - TRACELOG(LOG_WARNING, "SOUND: Buffer pool could not determine oldest buffer not playing sound"); + TRACELOG(LOG_WARNING, "SOUND: Buffer pool could not determine the oldest buffer not playing sound"); return; } @@ -2107,8 +2107,8 @@ void UnloadAudioStream(AudioStream stream) } // Update audio stream buffers with data -// NOTE 1: Only updates one buffer of the stream source: unqueue -> update -> queue -// NOTE 2: To unqueue a buffer it needs to be processed: IsAudioStreamProcessed() +// NOTE 1: Only updates one buffer of the stream source: dequeue -> update -> queue +// NOTE 2: To dequeue a buffer it needs to be processed: IsAudioStreamProcessed() void UpdateAudioStream(AudioStream stream, const void *data, int frameCount) { if (stream.buffer != NULL) @@ -2305,7 +2305,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer, if (currentSubBufferIndex > 1) return 0; - // Another thread can update the processed state of buffers so + // Another thread can update the processed state of buffers, so // we just take a copy here to try and avoid potential synchronization problems bool isSubBufferProcessed[2] = { 0 }; isSubBufferProcessed[0] = audioBuffer->isSubBufferProcessed[0]; @@ -2319,7 +2319,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer, { // We break from this loop differently depending on the buffer's usage // - For static buffers, we simply fill as much data as we can - // - For streaming buffers we only fill the halves of the buffer that are processed + // - For streaming buffers we only fill half of the buffer that are processed // Unprocessed halves must keep their audio data in-tact if (audioBuffer->usage == AUDIO_BUFFER_USAGE_STATIC) { @@ -2376,7 +2376,7 @@ static ma_uint32 ReadAudioBufferFramesInInternalFormat(AudioBuffer *audioBuffer, // For static buffers we can fill the remaining frames with silence for safety, but we don't want // to report those frames as "read". The reason for this is that the caller uses the return value - // to know whether or not a non-looping sound has finished playback. + // to know whether a non-looping sound has finished playback. if (audioBuffer->usage != AUDIO_BUFFER_USAGE_STATIC) framesRead += totalFramesRemaining; } diff --git a/src/raylib.h b/src/raylib.h index e0b7a3159..e31a514a6 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -216,7 +216,7 @@ typedef struct Vector4 { // Quaternion, 4 components (Vector4 alias) typedef Vector4 Quaternion; -// Matrix, 4x4 components, column major, OpenGL style, right handed +// Matrix, 4x4 components, column major, OpenGL style, right-handed typedef struct Matrix { float m0, m4, m8, m12; // Matrix first row (4 components) float m1, m5, m9, m13; // Matrix second row (4 components) @@ -413,8 +413,8 @@ typedef struct Ray { // RayCollision, ray hit information typedef struct RayCollision { bool hit; // Did the ray hit something? - float distance; // Distance to nearest hit - Vector3 point; // Point of nearest hit + float distance; // Distance to the nearest hit + Vector3 point; // Point of the nearest hit Vector3 normal; // Surface normal of hit } RayCollision; @@ -681,7 +681,7 @@ typedef enum { MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape - MOUSE_CURSOR_RESIZE_ALL = 9, // The omni-directional resize/move cursor shape + MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape } MouseCursor; @@ -839,10 +839,10 @@ typedef enum { typedef enum { CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces - CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces + CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces - CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map) + CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map) } CubemapLayout; // Font type, defines generation method @@ -903,7 +903,7 @@ typedef enum { } NPatchLayout; // Callbacks to hook some internal functions -// WARNING: This callbacks are intended for advance users +// WARNING: These callbacks are intended for advance users typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data @@ -1228,7 +1228,7 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); //------------------------------------------------------------------------------------ // Image loading functions -// NOTE: This functions do not require GPU access +// NOTE: These functions do not require GPU access RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) diff --git a/src/rcamera.h b/src/rcamera.h index 70221b347..0caad666d 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -150,7 +150,7 @@ void SetCameraMoveControls(int keyFront, int keyBack, #endif // Camera mouse movement sensitivity -#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independant of framerate +#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independent of framerate #define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f // FREE_CAMERA diff --git a/src/rcore.c b/src/rcore.c index 7af655167..83a70632e 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -865,7 +865,7 @@ void InitWindow(int width, int height, const char *title) LoadFontDefault(); #if defined(SUPPORT_MODULE_RSHAPES) Rectangle rec = GetFontDefault().recs[95]; - // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering + // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes #endif #else @@ -1318,7 +1318,7 @@ void MaximizeWindow(void) void MinimizeWindow(void) { #if defined(PLATFORM_DESKTOP) - // NOTE: Following function launches callback that sets appropiate flag! + // NOTE: Following function launches callback that sets appropriate flag! glfwIconifyWindow(CORE.Window.handle); #endif } @@ -1417,13 +1417,13 @@ void SetWindowState(unsigned int flags) // State change: FLAG_WINDOW_TRANSPARENT if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0)) { - TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization"); + TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization"); } // State change: FLAG_WINDOW_HIGHDPI if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0)) { - TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization"); + TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization"); } // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH @@ -1436,13 +1436,13 @@ void SetWindowState(unsigned int flags) // State change: FLAG_MSAA_4X_HINT if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0)) { - TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization"); + TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization"); } // State change: FLAG_INTERLACED_HINT if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0)) { - TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization"); + TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization"); } #endif } @@ -1525,13 +1525,13 @@ void ClearWindowState(unsigned int flags) // State change: FLAG_WINDOW_TRANSPARENT if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0)) { - TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization"); + TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization"); } // State change: FLAG_WINDOW_HIGHDPI if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0)) { - TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization"); + TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization"); } // State change: FLAG_WINDOW_MOUSE_PASSTHROUGH @@ -1544,13 +1544,13 @@ void ClearWindowState(unsigned int flags) // State change: FLAG_MSAA_4X_HINT if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0)) { - TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization"); + TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization"); } // State change: FLAG_INTERLACED_HINT if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0)) { - TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization"); + TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization"); } #endif } @@ -2482,10 +2482,10 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int)); - // All locations reseted to -1 (no location) + // All locations reset to -1 (no location) for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; - // Get handles to GLSL input attibute locations + // Get handles to GLSL input attribute locations shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); @@ -2553,7 +2553,7 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform { rlEnableShader(shader.id); rlSetUniform(locIndex, value, uniformType, count); - //rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set + //rlDisableShader(); // Avoid resetting current shader program, in case other uniforms are set } } @@ -2618,7 +2618,7 @@ Ray GetMouseRay(Vector2 mouse, Camera camera) Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); // Unproject the mouse cursor in the near plane. - // We need this as the source position because orthographic projects, compared to perspect doesn't have a + // We need this as the source position because orthographic projects, compared to perspective doesn't have a // convergence point, meaning that the "eye" of the camera is more like a plane than a point. Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); @@ -2808,7 +2808,7 @@ double GetTime(void) // Setup window configuration flags (view FLAGS) // NOTE: This function is expected to be called before window creation, -// because it setups some flags for the window creation process. +// because it sets up some flags for the window creation process. // To configure window states after creation, just use SetWindowState() void SetConfigFlags(unsigned int flags) { @@ -3929,7 +3929,7 @@ static bool InitGraphicsDevice(int width, int height) CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default // NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars... - // ...in top-down or left-right to match display aspect ratio (no weird scalings) + // ...in top-down or left-right to match display aspect ratio (no weird scaling) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) glfwSetErrorCallback(ErrorCallback); @@ -4100,8 +4100,8 @@ static bool InitGraphicsDevice(int width, int height) // remember center for switchinging from fullscreen to window if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width)) { - // If screen width/height equal to the dislpay, we can't calclulate the window pos for toggling fullscreened/windowed. - // Toggling fullscreened/windowed with pos(0, 0) can cause problems in some platforms, such as X11. + // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed. + // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11. CORE.Window.position.x = CORE.Window.display.width/4; CORE.Window.position.y = CORE.Window.display.height/4; } @@ -4138,7 +4138,7 @@ static bool InitGraphicsDevice(int width, int height) // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched // by the sides to fit all monitor space... - // Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight + // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset) // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed... @@ -4205,7 +4205,7 @@ static bool InitGraphicsDevice(int width, int height) // NOTE: V-Sync can be enabled by graphic driver configuration if (CORE.Window.flags & FLAG_VSYNC_HINT) { - // WARNING: It seems to hits a critical render path in Intel HD Graphics + // WARNING: It seems to hit a critical render path in Intel HD Graphics glfwSwapInterval(1); TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC"); } @@ -4216,12 +4216,12 @@ static bool InitGraphicsDevice(int width, int height) #if defined(PLATFORM_DESKTOP) if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) { - // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling + // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling. // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE); #if !defined(__APPLE__) glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight); - // Screen scaling matrix is required in case desired screen area is different than display area + // Screen scaling matrix is required in case desired screen area is different from display area CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f); // Mouse input scaling for the new screen size @@ -4819,7 +4819,7 @@ static void InitTimer(void) // 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 timming on Win32! +// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32! void WaitTime(double seconds) { #if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP) @@ -5414,7 +5414,7 @@ static void CharCallback(GLFWwindow *window, unsigned int key) //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key); // NOTE: Registers any key down considering OS keyboard layout but - // do not detects action events, those should be managed by user... + // 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 @@ -5457,7 +5457,7 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); - // Gesture data is sent to gestures system for processing + // Gesture data is sent to gestures-system for processing ProcessGestureEvent(gestureEvent); #endif } @@ -5488,7 +5488,7 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); - // Gesture data is sent to gestures system for processing + // Gesture data is sent to gestures-system for processing ProcessGestureEvent(gestureEvent); #endif } diff --git a/src/rgestures.h b/src/rgestures.h index b63ac9678..a7440fb98 100644 --- a/src/rgestures.h +++ b/src/rgestures.h @@ -249,7 +249,7 @@ static double rgGetCurrentTime(void); // Module Functions Definition //---------------------------------------------------------------------------------- -// Enable only desired getures to be detected +// Enable only desired gestures to be detected void SetGesturesEnabled(unsigned int flags) { GESTURES.enabledFlags = flags; @@ -300,7 +300,7 @@ void ProcessGestureEvent(GestureEvent event) { if (GESTURES.current == GESTURE_DRAG) GESTURES.Touch.upPosition = event.position[0]; - // NOTE: GESTURES.Drag.intensity dependend on the resolution of the screen + // NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition); GESTURES.Drag.intensity = GESTURES.Drag.distance/(float)((rgGetCurrentTime() - GESTURES.Swipe.timeDuration)); @@ -472,7 +472,7 @@ Vector2 GetGestureDragVector(void) } // Get drag angle -// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise +// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise float GetGestureDragAngle(void) { // NOTE: drag angle is calculated on one touch points TOUCH_ACTION_UP @@ -488,8 +488,8 @@ Vector2 GetGesturePinchVector(void) return GESTURES.Pinch.vector; } -// Get angle beween two pinch points -// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise +// Get angle between two pinch points +// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise float GetGesturePinchAngle(void) { // NOTE: pinch angle is calculated on two touch points TOUCH_ACTION_MOVE diff --git a/src/rlgl.h b/src/rlgl.h index ebd0f4de6..f7d73edaf 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -502,7 +502,7 @@ typedef enum { } rlShaderAttributeDataType; // Framebuffer attachment type -// NOTE: By default up to 8 color channels defined but it can be more +// NOTE: By default up to 8 color channels defined, but it can be more typedef enum { RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0 RL_ATTACHMENT_COLOR_CHANNEL1, // Framebuffer attachment type: color 1 diff --git a/src/rmodels.c b/src/rmodels.c index 4a8261795..893c031ef 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -1125,7 +1125,7 @@ void UnloadModel(Model model) // Unload materials maps // NOTE: As the user could be sharing shaders and textures between models, - // we don't unload the material but just free it's maps, + // we don't unload the material but just free its maps, // the user is responsible for freeing models shaders and textures for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps); @@ -1146,7 +1146,7 @@ void UnloadModelKeepMeshes(Model model) { // Unload materials maps // NOTE: As the user could be sharing shaders and textures between models, - // we don't unload the material but just free it's maps, + // we don't unload the material but just free its maps, // the user is responsible for freeing models shaders and textures for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps); @@ -1230,7 +1230,7 @@ void UploadMesh(Mesh *mesh, bool dynamic) rlEnableVertexAttribute(1); // WARNING: When setting default vertex attribute values, the values for each generic vertex attribute - // is part of current state and it is maintained even if a different program object is used + // is part of current state, and it is maintained even if a different program object is used if (mesh->normals != NULL) { @@ -1383,7 +1383,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) } // Get a copy of current matrices to work with, - // just in case stereo render is required and we need to modify them + // just in case stereo render is required, and we need to modify them // NOTE: At this point the modelview matrix just contains the view matrix (camera) // That's because BeginMode3D() sets it and there is no model-drawing function // that modifies it, all use rlPushMatrix() and rlPopMatrix() @@ -1396,7 +1396,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], matView); if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection); - // Model transformation matrix is send to shader uniform location: SHADER_LOC_MATRIX_MODEL + // Model transformation matrix is sent to shader uniform location: SHADER_LOC_MATRIX_MODEL if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform); // Accumulate several model transformations: @@ -1517,7 +1517,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) else rlDrawVertexArray(0, mesh.vertexCount); } - // Unbind all binded texture maps + // Unbind all bound texture maps for (int i = 0; i < MAX_MATERIAL_MAPS; i++) { if (material.maps[i].texture.id > 0) @@ -1587,7 +1587,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i } // Get a copy of current matrices to work with, - // just in case stereo render is required and we need to modify them + // just in case stereo render is required, and we need to modify them // NOTE: At this point the modelview matrix just contains the view matrix (camera) // That's because BeginMode3D() sets it and there is no model-drawing function // that modifies it, all use rlPushMatrix() and rlPopMatrix() @@ -1738,7 +1738,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances); } - // Unbind all binded texture maps + // Unbind all bound texture maps for (int i = 0; i < MAX_MATERIAL_MAPS; i++) { if (material.maps[i].texture.id > 0) @@ -2559,7 +2559,7 @@ Mesh GenMeshSphere(float radius, int rings, int slices) return mesh; } -// Generate hemi-sphere mesh (half sphere, no bottom cap) +// Generate hemisphere mesh (half sphere, no bottom cap) Mesh GenMeshHemiSphere(float radius, int rings, int slices) { Mesh mesh = { 0 }; @@ -3242,7 +3242,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) } } - // Move data from mapVertices temp arays to vertices float array + // Move data from mapVertices temp arrays to vertices float array mesh.vertexCount = vCounter; mesh.triangleCount = vCounter/3; @@ -3742,7 +3742,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box) // NOTE: We use an additional .01 to fix numerical errors collision.normal = Vector3Scale(collision.normal, 2.01f); collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min)); - // The relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f) + // The relevant elements of the vector are now slightly larger than 1.0f (or smaller than -1.0f) // and the others are somewhere between -1.0 and 1.0 casting to int is exactly our wanted normal! collision.normal.x = (float)((int)collision.normal.x); collision.normal.y = (float)((int)collision.normal.y); @@ -3842,7 +3842,7 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 // Calculate u parameter and test bound u = Vector3DotProduct(tv, p)*invDet; - // The intersection lies outside of the triangle + // The intersection lies outside the triangle if ((u < 0.0f) || (u > 1.0f)) return collision; // Prepare to test v parameter @@ -3851,7 +3851,7 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 // Calculate V parameter and test bound v = Vector3DotProduct(ray.direction, q)*invDet; - // The intersection lies outside of the triangle + // The intersection lies outside the triangle if ((v < 0.0f) || ((u + v) > 1.0f)) return collision; t = Vector3DotProduct(edge2, q)*invDet; @@ -4671,7 +4671,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat { Image image = { 0 }; - if (cgltfImage->uri != NULL) // Check if image data is provided as a uri (base64 or path) + if (cgltfImage->uri != NULL) // Check if image data is provided as an uri (base64 or path) { if ((strlen(cgltfImage->uri) > 5) && (cgltfImage->uri[0] == 'd') && @@ -4959,7 +4959,7 @@ static Model LoadGLTF(const char *fileName) for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++) { - // Check the different attributes for every pimitive + // Check the different attributes for every primitive if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION { cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; @@ -5110,7 +5110,7 @@ static Model LoadGLTF(const char *fileName) { // The primitive actually keeps the pointer to the corresponding material, // raylib instead assigns to the mesh the by its index, as loaded in model.materials array - // To get the index, we check if material pointers match and we assign the corresponding index, + // To get the index, we check if material pointers match, and we assign the corresponding index, // skipping index 0, the default material if (&data->materials[m] == data->meshes[i].primitives[p].material) { @@ -5613,7 +5613,7 @@ static Model LoadM3D(const char *fileName) // Materials are grouped together if (mi != m3d->face[i].materialid) { - // there should be only one material switch per material kind, but be bulletproof for unoptimal model files + // there should be only one material switch per material kind, but be bulletproof for non-optimal model files if (k + 1 >= model.meshCount) { model.meshCount++; @@ -5838,7 +5838,7 @@ static Model LoadM3D(const char *fileName) } // Load bone-pose default mesh into animation vertices. These will be updated when UpdateModelAnimation gets - // called, but not before, however DrawMesh uses these if they exists (so not good if they are left empty). + // called, but not before, however DrawMesh uses these if they exist (so not good if they are left empty). if (m3d->numbone && m3d->numskin) { for(i = 0; i < model.meshCount; i++) diff --git a/src/rshapes.c b/src/rshapes.c index 4c5072459..f7ee8f5cd 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -978,7 +978,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co rlSetTexture(texShapes.id); rlBegin(RL_QUADS); - // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner + // Draw all the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop { float angle = angles[k]; @@ -1207,7 +1207,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo rlBegin(RL_QUADS); - // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner + // Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop { float angle = angles[k]; @@ -1342,7 +1342,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo // Use LINES to draw the outline rlBegin(RL_LINES); - // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner + // Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop { float angle = angles[k]; diff --git a/src/rtext.c b/src/rtext.c index 52fc615df..3e838f85c 100644 --- a/src/rtext.c +++ b/src/rtext.c @@ -65,7 +65,7 @@ #include