From 7bc2e922c9a04e9a1bb54088522e0f318feeb17c Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 10 Jun 2021 17:49:55 +0200 Subject: [PATCH] Review some comments --- src/core.c | 36 ++++++++++++++++++------------------ src/models.c | 6 +++--- src/raylib.h | 38 +++++++++++++++++++------------------- src/raymath.h | 24 ++++++++++++------------ src/rlgl.h | 4 ++-- src/textures.c | 2 +- src/utils.c | 2 +- 7 files changed, 56 insertions(+), 56 deletions(-) diff --git a/src/core.c b/src/core.c index 38398e677..62a9777dd 100644 --- a/src/core.c +++ b/src/core.c @@ -777,7 +777,7 @@ void InitWindow(int width, int height, const char *title) #endif #if defined(PLATFORM_WEB) - // Detect fullscreen change events + // Check fullscreen change events //emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback); //emscripten_set_resize_callback("#canvas", NULL, 1, EmscriptenResizeCallback); @@ -3098,7 +3098,7 @@ void OpenURL(const char *url) //---------------------------------------------------------------------------------- // Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions //---------------------------------------------------------------------------------- -// Detect if a key has been pressed once +// Check if a key has been pressed once bool IsKeyPressed(int key) { bool pressed = false; @@ -3109,14 +3109,14 @@ bool IsKeyPressed(int key) return pressed; } -// Detect if a key is being pressed (key held down) +// Check if a key is being pressed (key held down) bool IsKeyDown(int key) { if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true; else return false; } -// Detect if a key has been released once +// Check if a key has been released once bool IsKeyReleased(int key) { bool released = false; @@ -3127,7 +3127,7 @@ bool IsKeyReleased(int key) return released; } -// Detect if a key is NOT being pressed (key not held down) +// Check if a key is NOT being pressed (key not held down) bool IsKeyUp(int key) { if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true; @@ -3189,7 +3189,7 @@ void SetExitKey(int key) // NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB) -// Detect if a gamepad is available +// Check if a gamepad is available bool IsGamepadAvailable(int gamepad) { bool result = false; @@ -3211,7 +3211,7 @@ bool IsGamepadName(int gamepad, const char *name) return result; } -// Return gamepad internal name id +// Get gamepad internal name id const char *GetGamepadName(int gamepad) { #if defined(PLATFORM_DESKTOP) @@ -3225,7 +3225,7 @@ const char *GetGamepadName(int gamepad) return NULL; } -// Return gamepad axis count +// Get gamepad axis count int GetGamepadAxisCount(int gamepad) { #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) @@ -3237,7 +3237,7 @@ int GetGamepadAxisCount(int gamepad) return CORE.Input.Gamepad.axisCount; } -// Return axis movement vector for a gamepad +// Get axis movement vector for a gamepad float GetGamepadAxisMovement(int gamepad, int axis) { float value = 0; @@ -3248,7 +3248,7 @@ float GetGamepadAxisMovement(int gamepad, int axis) return value; } -// Detect if a gamepad button has been pressed once +// Check if a gamepad button has been pressed once bool IsGamepadButtonPressed(int gamepad, int button) { bool pressed = false; @@ -3260,7 +3260,7 @@ bool IsGamepadButtonPressed(int gamepad, int button) return pressed; } -// Detect if a gamepad button is being pressed +// Check if a gamepad button is being pressed bool IsGamepadButtonDown(int gamepad, int button) { bool result = false; @@ -3271,7 +3271,7 @@ bool IsGamepadButtonDown(int gamepad, int button) return result; } -// Detect if a gamepad button has NOT been pressed once +// Check if a gamepad button has NOT been pressed once bool IsGamepadButtonReleased(int gamepad, int button) { bool released = false; @@ -3283,7 +3283,7 @@ bool IsGamepadButtonReleased(int gamepad, int button) return released; } -// Detect if a gamepad button is NOT being pressed +// Check if a gamepad button is NOT being pressed bool IsGamepadButtonUp(int gamepad, int button) { bool result = false; @@ -3312,7 +3312,7 @@ int SetGamepadMappings(const char *mappings) return result; } -// Detect if a mouse button has been pressed once +// Check if a mouse button has been pressed once bool IsMouseButtonPressed(int button) { bool pressed = false; @@ -3325,7 +3325,7 @@ bool IsMouseButtonPressed(int button) return pressed; } -// Detect if a mouse button is being pressed +// Check if a mouse button is being pressed bool IsMouseButtonDown(int button) { bool down = false; @@ -3338,7 +3338,7 @@ bool IsMouseButtonDown(int button) return down; } -// Detect if a mouse button has been released once +// Check if a mouse button has been released once bool IsMouseButtonReleased(int button) { bool released = false; @@ -3351,7 +3351,7 @@ bool IsMouseButtonReleased(int button) return released; } -// Detect if a mouse button is NOT being pressed +// Check if a mouse button is NOT being pressed bool IsMouseButtonUp(int button) { return !IsMouseButtonDown(button); @@ -5569,7 +5569,7 @@ static void ProcessKeyboard(void) // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42 if (keysBuffer[i] == 0x1b) { - // Detect ESC to stop program + // Check if ESCAPE key has been pressed to stop program if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1; else { diff --git a/src/models.c b/src/models.c index a93cb750a..0db2f7891 100644 --- a/src/models.c +++ b/src/models.c @@ -2919,7 +2919,7 @@ void DrawBoundingBox(BoundingBox box, Color color) DrawCubeWires(center, size.x, size.y, size.z, color); } -// Detect collision between two spheres +// Check collision between two spheres bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2) { bool collision = false; @@ -2942,7 +2942,7 @@ bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, floa return collision; } -// Detect collision between two boxes +// Check collision between two boxes // NOTE: Boxes are defined by two points minimum and maximum bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2) { @@ -2958,7 +2958,7 @@ bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2) return collision; } -// Detect collision between box and sphere +// Check collision between box and sphere bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius) { bool collision = false; diff --git a/src/raylib.h b/src/raylib.h index e8418f9a7..fd3366b0c 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1075,32 +1075,32 @@ RLAPI void OpenURL(const char *url); // Open URL wi //------------------------------------------------------------------------------------ // Input-related functions: keyboard -RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once -RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed -RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once -RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed +RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once +RLAPI bool IsKeyDown(int key); // Check if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Check if a key has been released once +RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued // Input-related functions: gamepads -RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) -RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id -RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once -RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed -RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once -RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed -RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad -RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) // Input-related functions: mouse -RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once -RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed -RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once -RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed +RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed RLAPI int GetMouseX(void); // Get mouse position X RLAPI int GetMouseY(void); // Get mouse position Y RLAPI Vector2 GetMousePosition(void); // Get mouse position XY @@ -1449,9 +1449,9 @@ RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation // Collision detection functions -RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres -RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes -RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model diff --git a/src/raymath.h b/src/raymath.h index 037139201..4be5739c4 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -42,11 +42,11 @@ #ifndef RAYMATH_H #define RAYMATH_H -//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line -//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line +//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line +//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line #ifndef RAYMATH_STANDALONE - #include "raylib.h" // Required for structs: Vector3, Matrix + #include "raylib.h" // Required for structs: Vector3, Matrix #endif #if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY) @@ -55,17 +55,17 @@ #if defined(RAYMATH_IMPLEMENTATION) #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) - #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll). + #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll). #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) - #define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) + #define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) #else #define RMDEF extern inline // Provide external definition #endif #elif defined(RAYMATH_HEADER_ONLY) - #define RMDEF static inline // Functions may be inlined, no external out-of-line definition + #define RMDEF static inline // Functions may be inlined, no external out-of-line definition #else #if defined(__TINYC__) - #define RMDEF static inline // plain inline not supported by tinycc (See issue #435) + #define RMDEF static inline // WARNING: Plain inline not supported by tinycc (See issue #435) #else #define RMDEF inline // Functions may be inlined or external definition used #endif @@ -86,12 +86,12 @@ #define RAD2DEG (180.0f/PI) #endif -// Return float vector for Matrix +// Get float vector for Matrix #ifndef MatrixToFloat #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) #endif -// Return float vector for Vector3 +// Get float vector for Vector3 #ifndef Vector3ToFloat #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) #endif @@ -559,7 +559,7 @@ RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal) return result; } -// Return min value for each pair of components +// Get min value for each pair of components RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2) { Vector3 result = { 0 }; @@ -571,7 +571,7 @@ RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2) return result; } -// Return max value for each pair of components +// Get max value for each pair of components RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2) { Vector3 result = { 0 }; @@ -1487,7 +1487,7 @@ RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) return q; } -// Return the Euler angles equivalent to quaternion (roll, pitch, yaw) +// Get the Euler angles equivalent to quaternion (roll, pitch, yaw) // NOTE: Angles are returned in a Vector3 struct in degrees RMDEF Vector3 QuaternionToEuler(Quaternion q) { diff --git a/src/rlgl.h b/src/rlgl.h index 417861b98..4b88e09df 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -3468,7 +3468,7 @@ void rlSetShader(Shader shader) // Matrix state management //----------------------------------------------------------------------------------------- -// Return internal modelview matrix +// Get internal modelview matrix Matrix rlGetMatrixModelview(void) { Matrix matrix = MatrixIdentity(); @@ -3497,7 +3497,7 @@ Matrix rlGetMatrixModelview(void) return matrix; } -// Return internal projection matrix +// Get internal projection matrix Matrix rlGetMatrixProjection(void) { #if defined(GRAPHICS_API_OPENGL_11) diff --git a/src/textures.c b/src/textures.c index f80ec5687..af0985969 100644 --- a/src/textures.c +++ b/src/textures.c @@ -2646,7 +2646,7 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color // [x] Optimize ColorAlphaBlend() for faster operations (maybe avoiding divs?) // [x] Consider fast path: no alpha blending required cases (src has no alpha) // [x] Consider fast path: same src/dst format with no alpha -> direct line copy - // [-] GetPixelColor(): Return Vector4 instead of Color, easier for ColorAlphaBlend() + // [-] GetPixelColor(): Get Vector4 instead of Color, easier for ColorAlphaBlend() Color colSrc, colDst, blend; bool blendRequired = true; diff --git a/src/utils.c b/src/utils.c index 2df0a9397..2d15bdb3b 100644 --- a/src/utils.c +++ b/src/utils.c @@ -393,7 +393,7 @@ FILE *android_fopen(const char *fileName, const char *mode) if (asset != NULL) { - // Return pointer to file in the assets + // Get pointer to file in the assets return funopen(asset, android_read, android_write, android_seek, android_close); } else