From 9362eaf9c670c86e3ce4045b7465e55db47bddb7 Mon Sep 17 00:00:00 2001 From: Ray Date: Wed, 1 Sep 2021 23:40:51 +0200 Subject: [PATCH] REVIEWED: Naming: length vs size --- examples/text/text_unicode.c | 4 +-- src/core.c | 4 +-- src/raylib.h | 2 +- src/rlgl.h | 70 ++++++++++++++++++------------------ src/text.c | 40 ++++++++++----------- src/textures.c | 6 ++-- 6 files changed, 63 insertions(+), 63 deletions(-) diff --git a/examples/text/text_unicode.c b/examples/text/text_unicode.c index 4b6b7780..c1521996 100644 --- a/examples/text/text_unicode.c +++ b/examples/text/text_unicode.c @@ -277,8 +277,8 @@ int main(int argc, char **argv) // Draw the info text below the main message int size = (int)strlen(messages[message].text); - int len = GetCodepointCount(messages[message].text); - const char *info = TextFormat("%s %u characters %i bytes", messages[message].language, len, size); + int length = GetCodepointCount(messages[message].text); + const char *info = TextFormat("%s %u characters %i bytes", messages[message].language, length, size); sz = MeasureTextEx(GetFontDefault(), info, 10, 1.0f); Vector2 pos = { textRect.x + textRect.width - sz.x, msgRect.y + msgRect.height - sz.y - 2 }; DrawText(info, (int)pos.x, (int)pos.y, 10, RAYWHITE); diff --git a/src/core.c b/src/core.c index 89b9874a..043f99e9 100644 --- a/src/core.c +++ b/src/core.c @@ -2767,9 +2767,9 @@ const char *GetFileNameWithoutExt(const char *filePath) if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension - int len = (int)strlen(fileName); + int size = (int)strlen(fileName); // Get size in bytes - for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++) + for (int i = 0; (i < size) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++) { if (fileName[i] == '.') { diff --git a/src/raylib.h b/src/raylib.h index 6b26713d..9e46e842 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1336,7 +1336,7 @@ RLAPI int *LoadCodepoints(const char *text, int *count); // Load al RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string RLAPI int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure -RLAPI const char *CodepointToUTF8(int codepoint, int *byteLength); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) +RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) RLAPI char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!) // Text strings management functions (no UTF-8 strings, only byte chars) diff --git a/src/rlgl.h b/src/rlgl.h index ea46c537..0bed5804 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -321,7 +321,7 @@ typedef struct rlRenderBatch { rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data rlDrawCall *draws; // Draw calls array, depends on textureId - int drawCounterer; // Draw calls counter + int drawCounter; // Draw calls counter float currentDepth; // Current depth value for next draw } rlRenderBatch; @@ -1210,34 +1210,34 @@ void rlBegin(int mode) { // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode != mode) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode) { - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) { // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4); - else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4))); - else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0; + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4); + else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4))); + else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0; - if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment)) + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) { - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; - RLGL.currentBatch->drawCounterer++; + RLGL.currentBatch->drawCounter++; } } - if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); + if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode = mode; - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0; - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = RLGL.State.defaultTextureId; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId; } } @@ -1319,7 +1319,7 @@ void rlVertex3f(float x, float y, float z) RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = tz; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++; - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount++; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++; } else TRACELOG(RL_LOG_ERROR, "RLGL: Batch elements overflow"); } @@ -1401,33 +1401,33 @@ void rlSetTexture(unsigned int id) #if defined(GRAPHICS_API_OPENGL_11) rlEnableTexture(id); #else - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId != id) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id) { - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) { // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4); - else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4))); - else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0; + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4); + else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4))); + else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0; - if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment)) + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) { - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; - RLGL.currentBatch->drawCounterer++; + RLGL.currentBatch->drawCounter++; } } - if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); + if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = id; - RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; } #endif } @@ -1910,12 +1910,12 @@ void rlLoadExtensions(void *loader) const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string // NOTE: We have to duplicate string because glGetString() returns a const string - int len = strlen(extensions) + 1; - char *extensionsDup = (char *)RL_CALLOC(len, sizeof(char)); + int size = strlen(extensions) + 1; // Get extensions string size in bytes + char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char)); strcpy(extensionsDup, extensions); extList[numExt] = extensionsDup; - for (int i = 0; i < len; i++) + for (int i = 0; i < size; i++) { if (extensionsDup[i] == ' ') { @@ -2275,7 +2275,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) } batch.bufferCount = numBuffers; // Record buffer count - batch.drawCounterer = 1; // Reset draws counter + batch.drawCounter = 1; // Reset draws counter batch.currentDepth = -1.0f; // Reset depth value //-------------------------------------------------------------------------------------------- #endif @@ -2447,7 +2447,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch) // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls glActiveTexture(GL_TEXTURE0); - for (int i = 0, vertexOffset = 0; i < batch->drawCounterer; i++) + for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++) { // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); @@ -2510,7 +2510,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch) for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0; // Reset draws counter to one draw for the batch - batch->drawCounterer = 1; + batch->drawCounter = 1; //------------------------------------------------------------------------------------------------------------ // Change to next buffer in the list (in case of multi-buffering) diff --git a/src/text.c b/src/text.c index ae6f3866..a7736bff 100644 --- a/src/text.c +++ b/src/text.c @@ -851,14 +851,14 @@ void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, f { if (font.texture.id == 0) font = GetFontDefault(); // Security check in case of not valid font - int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop + int size = TextLength(text); // Total size in bytes of the text, scanned by codepoints in loop int textOffsetY = 0; // Offset between lines (on line break '\n') float textOffsetX = 0.0f; // Offset X to next character to draw float scaleFactor = fontSize/font.baseSize; // Character quad scaling factor - for (int i = 0; i < length;) + for (int i = 0; i < size;) { // Get next codepoint from byte string and glyph index in font int codepointByteCount = 0; @@ -950,9 +950,9 @@ int MeasureText(const char *text, int fontSize) // Measure string size for Font Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing) { - int len = TextLength(text); - int tempLen = 0; // Used to count longer text line num chars - int lenCounter = 0; + int size = TextLength(text); // Get size in bytes of text + int tempByteCounter = 0; // Used to count longer text line num chars + int byteCounter = 0; float textWidth = 0.0f; float tempTextWidth = 0.0f; // Used to count longer text line width @@ -963,9 +963,9 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing int letter = 0; // Current character int index = 0; // Index position in sprite font - for (int i = 0; i < len; i++) + for (int i = 0; i < size; i++) { - lenCounter++; + byteCounter++; int next = 0; letter = GetCodepoint(&text[i], &next); @@ -984,18 +984,18 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing else { if (tempTextWidth < textWidth) tempTextWidth = textWidth; - lenCounter = 0; + byteCounter = 0; textWidth = 0; textHeight += ((float)font.baseSize*1.5f); // NOTE: Fixed line spacing of 1.5 lines } - if (tempLen < lenCounter) tempLen = lenCounter; + if (tempByteCounter < byteCounter) tempByteCounter = byteCounter; } if (tempTextWidth < textWidth) tempTextWidth = textWidth; Vector2 vec = { 0 }; - vec.x = tempTextWidth*scaleFactor + (float)((tempLen - 1)*spacing); // Adds chars spacing to measure + vec.x = tempTextWidth*scaleFactor + (float)((tempByteCounter - 1)*spacing); // Adds chars spacing to measure vec.y = textHeight*scaleFactor; return vec; @@ -1429,28 +1429,28 @@ char *TextCodepointsToUTF8(int *codepoints, int length) // Encode codepoint into utf8 text (char array length returned as parameter) // NOTE: It uses a static array to store UTF-8 bytes -RLAPI const char *CodepointToUTF8(int codepoint, int *byteLength) +RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize) { static char utf8[6] = { 0 }; - int length = 0; + int size = 0; // Byte size of codepoint if (codepoint <= 0x7f) { utf8[0] = (char)codepoint; - length = 1; + size = 1; } else if (codepoint <= 0x7ff) { utf8[0] = (char)(((codepoint >> 6) & 0x1f) | 0xc0); utf8[1] = (char)((codepoint & 0x3f) | 0x80); - length = 2; + size = 2; } else if (codepoint <= 0xffff) { utf8[0] = (char)(((codepoint >> 12) & 0x0f) | 0xe0); utf8[1] = (char)(((codepoint >> 6) & 0x3f) | 0x80); utf8[2] = (char)((codepoint & 0x3f) | 0x80); - length = 3; + size = 3; } else if (codepoint <= 0x10ffff) { @@ -1458,10 +1458,10 @@ RLAPI const char *CodepointToUTF8(int codepoint, int *byteLength) utf8[1] = (char)(((codepoint >> 12) & 0x3f) | 0x80); utf8[2] = (char)(((codepoint >> 6) & 0x3f) | 0x80); utf8[3] = (char)((codepoint & 0x3f) | 0x80); - length = 4; + size = 4; } - *byteLength = length; + *byteSize = size; return utf8; } @@ -1502,7 +1502,7 @@ void UnloadCodepoints(int *codepoints) // NOTE: If an invalid UTF-8 sequence is encountered a '?'(0x3f) codepoint is counted instead int GetCodepointCount(const char *text) { - unsigned int len = 0; + unsigned int length = 0; char *ptr = (char *)&text[0]; while (*ptr != '\0') @@ -1513,10 +1513,10 @@ int GetCodepointCount(const char *text) if (letter == 0x3f) ptr += 1; else ptr += next; - len++; + length++; } - return len; + return length; } #endif // SUPPORT_TEXT_MANIPULATION diff --git a/src/textures.c b/src/textures.c index 41a0a077..6caaa5bb 100644 --- a/src/textures.c +++ b/src/textures.c @@ -547,7 +547,7 @@ bool ExportImageAsCode(Image image, const char *fileName) for (int i = 0; i < dataSize - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), ((unsigned char *)image.data)[i]); byteCount += sprintf(txtData + byteCount, "0x%x };\n", ((unsigned char *)image.data)[dataSize - 1]); - // NOTE: Text data length exported is determined by '\0' (NULL) character + // NOTE: Text data size exported is determined by '\0' (NULL) character success = SaveFileText(fileName, txtData); RL_FREE(txtData); @@ -1147,7 +1147,7 @@ Image ImageText(const char *text, int fontSize, Color color) // Create an image from text (custom sprite font) Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint) { - int length = (int)strlen(text); + int size = (int)strlen(text); // Get size in bytes of text int textOffsetX = 0; // Image drawing position X int textOffsetY = 0; // Offset between lines (on line break '\n') @@ -1158,7 +1158,7 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co // Create image to store text Image imText = GenImageColor((int)imSize.x, (int)imSize.y, BLANK); - for (int i = 0; i < length; i++) + for (int i = 0; i < size; i++) { // Get next codepoint from byte string and glyph index in font int codepointByteCount = 0;