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REVIEWED: Webpage reference comments starting with `REF:`, more consistent with `TODO:` and `NOTE:` comments

pull/5409/head
Ray pirms 6 dienas
vecāks
revīzija
c96669e123
13 mainītis faili ar 30 papildinājumiem un 30 dzēšanām
  1. +2
    -2
      src/platforms/rcore_android.c
  2. +6
    -6
      src/platforms/rcore_desktop_glfw.c
  3. +2
    -2
      src/platforms/rcore_desktop_sdl.c
  4. +1
    -1
      src/platforms/rcore_desktop_win32.c
  5. +2
    -2
      src/platforms/rcore_drm.c
  6. +1
    -1
      src/platforms/rcore_memory.c
  7. +5
    -5
      src/platforms/rcore_web.c
  8. +2
    -2
      src/rcore.c
  9. +2
    -2
      src/rlgl.h
  10. +2
    -2
      src/rmodels.c
  11. +1
    -1
      src/rtext.c
  12. +2
    -2
      src/rtextures.c
  13. +2
    -2
      src/utils.c

+ 2
- 2
src/platforms/rcore_android.c Parādīt failu

@ -1162,8 +1162,8 @@ static GamepadButton AndroidTranslateGamepadButton(int button)
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
{ {
// If additional inputs are required check: // If additional inputs are required check:
// Ref: https://developer.android.com/ndk/reference/group/input
// Ref: https://developer.android.com/training/game-controllers/controller-input
// REF: https://developer.android.com/ndk/reference/group/input
// REF: https://developer.android.com/training/game-controllers/controller-input
int type = AInputEvent_getType(event); int type = AInputEvent_getType(event);
int source = AInputEvent_getSource(event); int source = AInputEvent_getSource(event);

+ 6
- 6
src/platforms/rcore_desktop_glfw.c Parādīt failu

@ -1122,7 +1122,7 @@ double GetTime(void)
// NOTE: This function is only safe to use if you control the URL given // NOTE: This function is only safe to use if you control the URL given
// A user could craft a malicious string performing another action // A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself // Only call this function yourself not with user input or make sure to check the string yourself
// Ref: https://github.com/raysan5/raylib/issues/686
// REF: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
// Security check to (partially) avoid malicious code // Security check to (partially) avoid malicious code
@ -1234,8 +1234,8 @@ void PollInputEvents(void)
// Map touch position to mouse position for convenience // Map touch position to mouse position for convenience
// WARNING: If the target desktop device supports touch screen, this behaviour should be reviewed! // WARNING: If the target desktop device supports touch screen, this behaviour should be reviewed!
// TODO: GLFW does not support multi-touch input yet // TODO: GLFW does not support multi-touch input yet
// Ref: https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
// Ref: https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
// REF: https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
// REF: https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition; CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
// Check if gamepads are ready // Check if gamepads are ready
@ -1347,7 +1347,7 @@ void PollInputEvents(void)
// Function wrappers around RL_*alloc macros, used by glfwInitAllocator() inside of InitPlatform() // Function wrappers around RL_*alloc macros, used by glfwInitAllocator() inside of InitPlatform()
// We need to provide these because GLFWallocator expects function pointers with specific signatures // We need to provide these because GLFWallocator expects function pointers with specific signatures
// Similar wrappers exist in utils.c but we cannot reuse them here due to declaration mismatch // Similar wrappers exist in utils.c but we cannot reuse them here due to declaration mismatch
// Ref: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
// REF: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
static void *AllocateWrapper(size_t size, void *user) static void *AllocateWrapper(size_t size, void *user)
{ {
(void)user; (void)user;
@ -1945,8 +1945,8 @@ static void CharCallback(GLFWwindow *window, unsigned int codepoint)
{ {
// NOTE: Registers any key down considering OS keyboard layout but // NOTE: Registers any key down considering OS keyboard layout but
// does not detect 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
// REF: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// REF: https://www.glfw.org/docs/latest/input_guide.html#input_char
// Check if there is space available in the queue // Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)

+ 2
- 2
src/platforms/rcore_desktop_sdl.c Parādīt failu

@ -1129,7 +1129,7 @@ Vector2 GetWindowScaleDPI(void)
#ifndef USING_VERSION_SDL3 #ifndef USING_VERSION_SDL3
// NOTE: SDL_GetWindowDisplayScale was only added on SDL3 // NOTE: SDL_GetWindowDisplayScale was only added on SDL3
// Ref: https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
// REF: https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
// TODO: Implement the window scale factor calculation manually // TODO: Implement the window scale factor calculation manually
TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform"); TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
#else #else
@ -1279,7 +1279,7 @@ double GetTime(void)
// NOTE: This function is only safe to use if you control the URL given // NOTE: This function is only safe to use if you control the URL given
// A user could craft a malicious string performing another action // A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself // Only call this function yourself not with user input or make sure to check the string yourself
// Ref: https://github.com/raysan5/raylib/issues/686
// REF: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
// Security check to (partially) avoid malicious code // Security check to (partially) avoid malicious code

+ 1
- 1
src/platforms/rcore_desktop_win32.c Parādīt failu

@ -1239,7 +1239,7 @@ double GetTime(void)
// NOTE: This function is only safe to use if you control the URL given // NOTE: This function is only safe to use if you control the URL given
// A user could craft a malicious string performing another action // A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself // Only call this function yourself not with user input or make sure to check the string yourself
// Ref: https://github.com/raysan5/raylib/issues/686
// REF: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
// Security check to (partially) avoid malicious code on target platform // Security check to (partially) avoid malicious code on target platform

+ 2
- 2
src/platforms/rcore_drm.c Parādīt failu

@ -220,7 +220,7 @@ static const short linuxToRaylibMap[KEYMAP_SIZE] = {
248, 0, 0, 0, 0, 0, 0, 0, 248, 0, 0, 0, 0, 0, 0, 0,
// Gamepads are mapped according to: // Gamepads are mapped according to:
// Ref: https://www.kernel.org/doc/html/next/input/gamepad.html
// REF: https://www.kernel.org/doc/html/next/input/gamepad.html
// Those mappings are standardized, but that doesn't mean people follow // Those mappings are standardized, but that doesn't mean people follow
// the standards, so this is more of an approximation // the standards, so this is more of an approximation
[BTN_DPAD_UP] = GAMEPAD_BUTTON_LEFT_FACE_UP, [BTN_DPAD_UP] = GAMEPAD_BUTTON_LEFT_FACE_UP,
@ -1013,7 +1013,7 @@ double GetTime(void)
// NOTE: This function is only safe to use if you control the URL given // NOTE: This function is only safe to use if you control the URL given
// A user could craft a malicious string performing another action // A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself // Only call this function yourself not with user input or make sure to check the string yourself
// Ref: https://github.com/raysan5/raylib/issues/686
// REF: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
TRACELOG(LOG_WARNING, "OpenURL() not implemented on target platform"); TRACELOG(LOG_WARNING, "OpenURL() not implemented on target platform");

+ 1
- 1
src/platforms/rcore_memory.c Parādīt failu

@ -383,7 +383,7 @@ double GetTime(void)
// NOTE: This function is only safe to use if you control the URL given. // NOTE: This function is only safe to use if you control the URL given.
// A user could craft a malicious string performing another action. // A user could craft a malicious string performing another action.
// Only call this function yourself not with user input or make sure to check the string yourself. // Only call this function yourself not with user input or make sure to check the string yourself.
// Ref: https://github.com/raysan5/raylib/issues/686
// REF: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
// Security check to (partially) avoid malicious code on target platform // Security check to (partially) avoid malicious code on target platform

+ 5
- 5
src/platforms/rcore_web.c Parādīt failu

@ -131,7 +131,7 @@ static void MouseEnterCallback(GLFWwindow *window, int enter);
// Emscripten window callback events // Emscripten window callback events
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData); static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
// static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
//static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData); static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent *focusEvent, void *userData); static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent *focusEvent, void *userData);
static EM_BOOL EmscriptenVisibilityChangeCallback(int eventType, const EmscriptenVisibilityChangeEvent *visibilityChangeEvent, void *userData); static EM_BOOL EmscriptenVisibilityChangeCallback(int eventType, const EmscriptenVisibilityChangeEvent *visibilityChangeEvent, void *userData);
@ -165,7 +165,7 @@ EM_JS(void, SetCanvasIdJs, (char *out, int outSize), {
bool WindowShouldClose(void) bool WindowShouldClose(void)
{ {
// Emscripten Asyncify is required to run synchronous code in asynchronous JS // Emscripten Asyncify is required to run synchronous code in asynchronous JS
// Ref: https://emscripten.org/docs/porting/asyncify.html
// REF: https://emscripten.org/docs/porting/asyncify.html
// WindowShouldClose() is not called on a web-ready raylib application if using emscripten_set_main_loop() // WindowShouldClose() is not called on a web-ready raylib application if using emscripten_set_main_loop()
// and encapsulating one frame execution on a UpdateDrawFrame() function, // and encapsulating one frame execution on a UpdateDrawFrame() function,
@ -243,7 +243,7 @@ void ToggleFullscreen(void)
// Option 2: Request fullscreen for the canvas element with strategy // Option 2: Request fullscreen for the canvas element with strategy
// This option does not seem to work at all // This option does not seem to work at all
// Ref: https://github.com/emscripten-core/emscripten/issues/5124
// REF: https://github.com/emscripten-core/emscripten/issues/5124
// EmscriptenFullscreenStrategy strategy = { // EmscriptenFullscreenStrategy strategy = {
// .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT, // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
// .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF, // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
@ -1520,8 +1520,8 @@ static void CharCallback(GLFWwindow *window, unsigned int key)
// NOTE: Registers any key down considering OS keyboard layout but // NOTE: Registers any key down considering OS keyboard layout but
// does not detect 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
// REF: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// REF: https://www.glfw.org/docs/latest/input_guide.html#input_char
// Check if there is space available in the queue // Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)

+ 2
- 2
src/rcore.c Parādīt failu

@ -1660,8 +1660,8 @@ float GetFrameTime(void)
// Wait for some time (stop program execution) // Wait for some time (stop program execution)
// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could // 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 // 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 timing on Win32!
// 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 timing on Win32!
void WaitTime(double seconds) void WaitTime(double seconds)
{ {
if (seconds < 0) return; // Security check if (seconds < 0) return; // Security check

+ 2
- 2
src/rlgl.h Parādīt failu

@ -3914,7 +3914,7 @@ void rlUnloadFramebuffer(unsigned int id)
// TODO: Review warning retrieving object name in WebGL // TODO: Review warning retrieving object name in WebGL
// WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name
// Ref: https://registry.khronos.org/webgl/specs/latest/1.0/
// REF: https://registry.khronos.org/webgl/specs/latest/1.0/
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId); glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId);
unsigned int depthIdU = (unsigned int)depthId; unsigned int depthIdU = (unsigned int)depthId;
@ -4485,7 +4485,7 @@ void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
glUniformMatrix4fv(locIndex, count, true, (const float *)matrices); glUniformMatrix4fv(locIndex, count, true, (const float *)matrices);
#elif defined(GRAPHICS_API_OPENGL_ES2) #elif defined(GRAPHICS_API_OPENGL_ES2)
// WARNING: WebGL does not support Matrix transpose ("true" parameter) // WARNING: WebGL does not support Matrix transpose ("true" parameter)
// Ref: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
// REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix
glUniformMatrix4fv(locIndex, count, false, (const float *)matrices); glUniformMatrix4fv(locIndex, count, false, (const float *)matrices);
#endif #endif
} }

+ 2
- 2
src/rmodels.c Parādīt failu

@ -5998,8 +5998,8 @@ static Model LoadGLTF(const char *fileName)
//---------------------------------------------------------------------------------------------------- //----------------------------------------------------------------------------------------------------
// Load animation data // Load animation data
// Ref: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins
// Ref: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins
// REF: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skinned-mesh-attributes
// //
// LIMITATIONS: // LIMITATIONS:
// - Only supports 1 armature per file, and skips loading it if there are multiple armatures // - Only supports 1 armature per file, and skips loading it if there are multiple armatures

+ 1
- 1
src/rtext.c Parādīt failu

@ -167,7 +167,7 @@ extern void LoadFontDefault(void)
if (defaultFont.glyphs != NULL) return; if (defaultFont.glyphs != NULL) return;
// NOTE: Using UTF-8 encoding table for Unicode U+0000..U+00FF Basic Latin + Latin-1 Supplement // NOTE: Using UTF-8 encoding table for Unicode U+0000..U+00FF Basic Latin + Latin-1 Supplement
// Ref: http://www.utf8-chartable.de/unicode-utf8-table.pl
// REF: http://www.utf8-chartable.de/unicode-utf8-table.pl
defaultFont.glyphCount = 224; // Number of glyphs included in our default font defaultFont.glyphCount = 224; // Number of glyphs included in our default font
defaultFont.glyphPadding = 0; // Characters padding defaultFont.glyphPadding = 0; // Characters padding

+ 2
- 2
src/rtextures.c Parādīt failu

@ -4203,7 +4203,7 @@ TextureCubemap LoadTextureCubemap(Image image, int layout)
/*else if (layout == CUBEMAP_LAYOUT_PANORAMA) /*else if (layout == CUBEMAP_LAYOUT_PANORAMA)
{ {
// TODO: Implement panorama by converting image to square faces... // TODO: Implement panorama by converting image to square faces...
// Ref: https://github.com/denivip/panorama/blob/master/panorama.cpp
// REF: https://github.com/denivip/panorama/blob/master/panorama.cpp
} */ } */
else else
{ {
@ -5410,7 +5410,7 @@ int GetPixelDataSize(int width, int height, int format)
// Module Internal Functions Definition // Module Internal Functions Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Convert half-float (stored as unsigned short) to float // Convert half-float (stored as unsigned short) to float
// Ref: https://stackoverflow.com/questions/1659440/32-bit-to-16-bit-floating-point-conversion/60047308#60047308
// REF: https://stackoverflow.com/questions/1659440/32-bit-to-16-bit-floating-point-conversion/60047308#60047308
static float HalfToFloat(unsigned short x) static float HalfToFloat(unsigned short x)
{ {
float result = 0.0f; float result = 0.0f;

+ 2
- 2
src/utils.c Parādīt failu

@ -446,7 +446,7 @@ void InitAssetManager(AAssetManager *manager, const char *dataPath)
} }
// Replacement for fopen() // Replacement for fopen()
// Ref: https://developer.android.com/ndk/reference/group/asset
// REF: https://developer.android.com/ndk/reference/group/asset
FILE *android_fopen(const char *fileName, const char *mode) FILE *android_fopen(const char *fileName, const char *mode)
{ {
if (mode[0] == 'w') if (mode[0] == 'w')
@ -454,7 +454,7 @@ FILE *android_fopen(const char *fileName, const char *mode)
// NOTE: fopen() is mapped to android_fopen() that only grants read access to // NOTE: fopen() is mapped to android_fopen() that only grants read access to
// assets directory through AAssetManager but we want to also be able to // assets directory through AAssetManager but we want to also be able to
// write data when required using the standard stdio FILE access functions // write data when required using the standard stdio FILE access functions
// Ref: https://stackoverflow.com/questions/11294487/android-writing-saving-files-from-native-code-only
// REF: https://stackoverflow.com/questions/11294487/android-writing-saving-files-from-native-code-only
#undef fopen #undef fopen
return fopen(TextFormat("%s/%s", internalDataPath, fileName), mode); return fopen(TextFormat("%s/%s", internalDataPath, fileName), mode);
#define fopen(name, mode) android_fopen(name, mode) #define fopen(name, mode) android_fopen(name, mode)

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