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Reviewed code TODOs

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raysan5 hace 9 años
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823abf666e
Se han modificado 7 ficheros con 19 adiciones y 25 borrados
  1. +1
    -1
      src/audio.c
  2. +1
    -1
      src/camera.c
  3. +7
    -10
      src/core.c
  4. +0
    -1
      src/models.c
  5. +3
    -7
      src/rlgl.c
  6. +1
    -1
      src/text.c
  7. +6
    -4
      src/textures.c

+ 1
- 1
src/audio.c Ver fichero

@ -280,9 +280,9 @@ Sound LoadSoundFromWave(Wave wave)
}
// Load sound to memory from rRES file (raylib Resource)
// TODO: Maybe rresName could be directly a char array with all the data?
Sound LoadSoundFromRES(const char *rresName, int resId)
{
// NOTE: rresName could be directly a char array with all the data!!! --> TODO
Sound sound = { 0 };
#if defined(AUDIO_STANDALONE)

+ 1
- 1
src/camera.c Ver fichero

@ -375,7 +375,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
}
// Focus to center
// TODO: Move this function out of the module?
// TODO: Move this function out of this module?
if (IsKeyDown('Z')) camera->target = (Vector3){ 0.0f, 0.0f, 0.0f };
// Camera position update

+ 7
- 10
src/core.c Ver fichero

@ -359,7 +359,7 @@ void InitWindow(int width, int height, struct android_app *state)
if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(INFO, "PORTRAIT window orientation");
else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(INFO, "LANDSCAPE window orientation");
// TODO: Review, it doesn't work...
// TODO: Automatic orientation doesn't seem to work
if (width <= height)
{
AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT);
@ -1246,7 +1246,7 @@ int GetTouchY(void)
}
// Returns touch position XY
// TODO: touch position should be scaled depending on display size and render size
// TODO: Touch position should be scaled depending on display size and render size
Vector2 GetTouchPosition(int index)
{
Vector2 position = { -1.0f, -1.0f };
@ -1257,7 +1257,7 @@ Vector2 GetTouchPosition(int index)
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
// TODO: Seems to work ok but... review!
// TODO: Review touch position scaling for screenSize vs displaySize
position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2;
position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2;
}
@ -1668,8 +1668,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
#endif
else currentKeyState[key] = action;
// HACK for GuiTextBox, to deteck back key
// TODO: Review...
// TODO: Review (and remove) this HACK for GuiTextBox, to deteck back key
if ((key == 259) && (action == GLFW_PRESS)) lastKeyPressed = 3;
}
@ -1678,8 +1677,6 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
{
currentMouseState[button] = action;
// TODO: Test mouse gestures
#define ENABLE_MOUSE_GESTURES
#if defined(ENABLE_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
@ -2046,7 +2043,7 @@ static bool GetKeyStatus(int key)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetKey(window, key);
#elif defined(PLATFORM_ANDROID)
// TODO: Check n">virtual keyboard (?)
// TODO: Check k">for virtual keyboard
return false;
#elif defined(PLATFORM_RPI)
// NOTE: Keys states are filled in PollInputEvents()
@ -2061,7 +2058,7 @@ static bool GetMouseButtonStatus(int button)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetMouseButton(window, button);
#elif defined(PLATFORM_ANDROID)
// TODO: Check n">virtual keyboard (?)
// TODO: Check k">for virtual keyboard
return false;
#elif defined(PLATFORM_RPI)
// NOTE: mouse buttons array is filled on PollInputEvents()
@ -2382,7 +2379,7 @@ static void RestoreKeyboard(void)
// Init gamepad system
static void InitGamepad(void)
{
// TODO: Gamepad support
// TODO: Add Gamepad support
if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
else TraceLog(INFO, "Gamepad device initialized successfully");
}

+ 0
- 1
src/models.c Ver fichero

@ -704,7 +704,6 @@ Model LoadHeightmap(Image heightmap, Vector3 size)
// TODO: Calculate normals in an efficient way
nCounter += 18; // 6 vertex, 18 floats
trisCounter += 2;
}
}

+ 3
- 7
src/rlgl.c Ver fichero

@ -171,7 +171,7 @@ typedef struct {
typedef struct {
GLuint textureId;
int vertexCount;
// TODO: DrawState state -> Blending mode, shader
// TODO: Store draw state -> blending mode, shader
} DrawCall;
// pixel type (same as Color type)
@ -1475,11 +1475,7 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
// Calculate model-view-projection matrix (MVP)
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader
// TODO: Reduce number of matrices passed to shaders, use only matMVP
//glUniformMatrix4fv(model.material.shader.modelLoc, 1, false, MatrixToFloat(matModel));
//glUniformMatrix4fv(model.material.shader.viewLoc, 1, false, MatrixToFloat(matView));
// Send combined model-view-projection matrix to shader
glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting to model
@ -1900,7 +1896,7 @@ void rlglGenerateMipmaps(Texture2D texture)
int mipmapCount = GenerateMipmaps(data, texture.width, texture.height);
// TODO: Adjust mipmap size depending on texture format!
int size = texture.width*texture.height*4;
int size = texture.width*texture.height*4; // RGBA 32bit only
int offset = size;
int mipWidth = texture.width/2;

+ 1
- 1
src/text.c Ver fichero

@ -346,7 +346,7 @@ void DrawTextEx(SpriteFont spriteFont, const char *text, Vector2 position, int f
for(int i = 0; i < length; i++)
{
// TODO: Right now we are supposing characters follow a continous order and start at FONT_FIRST_CHAR,
// TODO: Right now we are supposing characters that follow a continous order and start at FONT_FIRST_CHAR,
// this sytem can be improved to support any characters order and init value...
// An intermediate table could be created to link char values with predefined char position index in chars rectangle array

+ 6
- 4
src/textures.c Ver fichero

@ -712,7 +712,7 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp)
{
oldpixel = pixels[y*image->width + x];
// TODO: New pixel obtained by bits truncate, it would be better to round values (check ImageFormat())
// NOTE: New pixel obtained by bits truncate, it would be better to round values (check ImageFormat())
newpixel.r = oldpixel.r>>(8 - rBpp); // R bits
newpixel.g = oldpixel.g>>(8 - gBpp); // G bits
newpixel.b = oldpixel.b>>(8 - bBpp); // B bits
@ -769,7 +769,7 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp)
}
// Convert image to POT (power-of-two)
// NOTE: Requirement on OpenGL ES 2.0 (RPI, HTML5)
// NOTE: It could be useful on OpenGL ES 2.0 (RPI, HTML5)
void ImageToPOT(Image *image, Color fillColor)
{
Color *pixels = GetImageData(*image); // Get pixels data
@ -784,7 +784,7 @@ void ImageToPOT(Image *image, Color fillColor)
Color *pixelsPOT = NULL;
// Generate POT array from NPOT data
pixelsPOT = (Color *)malloc(potWidth * potHeight * sizeof(Color));
pixelsPOT = (Color *)malloc(potWidth*potHeight*sizeof(Color));
for (int j = 0; j < potHeight; j++)
{
@ -896,7 +896,9 @@ void ImageCrop(Image *image, Rectangle crop)
}
// Resize and image to new size
// NOTE: Uses stb default scaling filter
// NOTE: Uses stb default scaling filters (both bicubic):
// STBIR_DEFAULT_FILTER_UPSAMPLE STBIR_FILTER_CATMULLROM
// STBIR_DEFAULT_FILTER_DOWNSAMPLE STBIR_FILTER_MITCHELL (high-quality Catmull-Rom)
void ImageResize(Image *image, int newWidth, int newHeight)
{
// Get data as Color pixels array to work with it

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