diff --git a/src/platforms/rcore_desktop.c b/src/platforms/rcore_desktop.c index 05c390f97..0aca73134 100644 --- a/src/platforms/rcore_desktop.c +++ b/src/platforms/rcore_desktop.c @@ -129,7 +129,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move -static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Scrolling Callback, runs on mouse wheel static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback @@ -1137,7 +1137,7 @@ void PollInputEvents(void) //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; // Map touch position to mouse position for convenience - // WARNING: If the target desktop device supports touch screen, this behavious 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 just yet // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c index 4a3195d8b..a274f25dc 100644 --- a/src/platforms/rcore_desktop_sdl.c +++ b/src/platforms/rcore_desktop_sdl.c @@ -48,7 +48,7 @@ * **********************************************************************************************/ -#include "SDL.h" // SDL base library (window/rendered, input, timming... functionality) +#include "SDL.h" // SDL base library (window/rendered, input, timing... functionality) #if defined(GRAPHICS_API_OPENGL_ES2) // It seems it does not need to be included to work @@ -598,7 +598,7 @@ void SetWindowMonitor(int monitor) // NOTE: // 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3, // see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba - // 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again. + // 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again. const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false; const int screenWidth = CORE.Window.screen.width; @@ -617,7 +617,7 @@ void SetWindowMonitor(int monitor) // ending up positioned partly outside the target display. // 2. The workaround for that is, previously to moving the window, // setting the window size to the target display size, so they match. - // 3. It was't done here because we can't assume changing the window size automatically + // 3. It wasn't done here because we can't assume changing the window size automatically // is acceptable behavior by the user. SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y); CORE.Window.position.x = usableBounds.x; @@ -1012,7 +1012,7 @@ void PollInputEvents(void) // Register previous mouse states for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; - // Poll input events for current plaform + // Poll input events for current platform //----------------------------------------------------------------------------- /* // WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values @@ -1318,7 +1318,7 @@ int InitPlatform(void) // Init OpenGL context platform.glContext = SDL_GL_CreateContext(platform.window); - // Check window and glContext have been initialized succesfully + // Check window and glContext have been initialized successfully if ((platform.window != NULL) && (platform.glContext != NULL)) { CORE.Window.ready = true; @@ -1362,7 +1362,7 @@ int InitPlatform(void) SDL_EventState(SDL_DROPFILE, SDL_ENABLE); //---------------------------------------------------------------------------- - // Initialize timming system + // Initialize timing system //---------------------------------------------------------------------------- // NOTE: No need to call InitTimer(), let SDL manage it internally CORE.Time.previous = GetTime(); // Get time as double diff --git a/src/platforms/rcore_drm.c b/src/platforms/rcore_drm.c index bdfc9e0f5..461588995 100644 --- a/src/platforms/rcore_drm.c +++ b/src/platforms/rcore_drm.c @@ -602,7 +602,7 @@ void PollInputEvents(void) if (!platform.eventKeyboardMode) ProcessKeyboard(); // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread() - // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() + // NOTE: Gamepad (Joystick) input events polling is done asynchronously in another pthread - GamepadThread() #endif // Handle the mouse/touch/gestures events: diff --git a/src/platforms/rcore_template.c b/src/platforms/rcore_template.c index 5d4721c84..01e52af58 100644 --- a/src/platforms/rcore_template.c +++ b/src/platforms/rcore_template.c @@ -420,7 +420,7 @@ void PollInputEvents(void) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; } - // TODO: Poll input events for current plaform + // TODO: Poll input events for current platform } @@ -561,13 +561,13 @@ int InitPlatform(void) // TODO: Initialize input events system // It could imply keyboard, mouse, gamepad, touch... - // Depending on the platform libraries/SDK it could use a callbacks mechanims + // Depending on the platform libraries/SDK it could use a callback mechanism // For system events and inputs evens polling on a per-frame basis, use PollInputEvents() //---------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------- - // TODO: Initialize timming system + // TODO: Initialize timing system //---------------------------------------------------------------------------- InitTimer(); //---------------------------------------------------------------------------- diff --git a/src/platforms/rcore_web.c b/src/platforms/rcore_web.c index d8fa54305..4353f795c 100644 --- a/src/platforms/rcore_web.c +++ b/src/platforms/rcore_web.c @@ -664,7 +664,7 @@ void PollInputEvents(void) // TODO: This code does not seem to do anything?? //if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused) - //else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reseted? + //else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reset? } //---------------------------------------------------------------------------------- @@ -937,7 +937,7 @@ int InitPlatform(void) emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback); //---------------------------------------------------------------------------- - // Initialize timming system + // Initialize timing system //---------------------------------------------------------------------------- InitTimer(); //----------------------------------------------------------------------------