REVIEWED: Some comments (Code Gardening)

This commit is contained in:
Ray
2026-01-19 12:40:32 +01:00
parent a8c75f2bc5
commit 29896a2403
15 changed files with 130 additions and 131 deletions

View File

@ -602,7 +602,7 @@ void SetWindowIcon(Image image)
icon[0].height = image.height;
icon[0].pixels = (unsigned char *)image.data;
// NOTE 1: We only support one image icon
// NOTE 1: Only one image icon supported
// NOTE 2: The specified image data is copied before this function returns
glfwSetWindowIcon(platform.handle, 1, icon);
}
@ -833,7 +833,7 @@ int GetCurrentMonitor(void)
}
else
{
// In case the window is between two monitors, we use below logic
// In case the window is between two monitors, below logic is used
// to try to detect the "current monitor" for that window, note that
// this is probably an overengineered solution for a very side case
// trying to match SDL behaviour
@ -1186,7 +1186,7 @@ void SetMouseCursor(int cursor)
if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(platform.handle, NULL);
else
{
// NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
// NOTE: Mapping internal GLFW enum values to MouseCursor enum values
glfwSetCursor(platform.handle, glfwCreateStandardCursor(0x00036000 + cursor));
}
}
@ -1247,7 +1247,7 @@ void PollInputEvents(void)
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
// Check if gamepads are ready
// NOTE: We do it here in case of disconnection
// NOTE: Doing it here in case of disconnection
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
@ -1263,7 +1263,7 @@ void PollInputEvents(void)
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
// NOTE: There is no callback available, getting it manually
GLFWgamepadstate state = { 0 };
int result = glfwGetGamepadState(i, &state); // This remaps all gamepads so they have their buttons mapped like an xbox controller
if (result == GLFW_FALSE) // No joystick is connected, no gamepad mapping or an error occurred
@ -1359,8 +1359,8 @@ void PollInputEvents(void)
//----------------------------------------------------------------------------------
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
// 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
// Function wrappers around RL_*ALLOC macros, used by glfwInitAllocator() inside of InitPlatform()
// GLFWallocator expects function pointers with specific signatures to be provided
// REF: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
static void *AllocateWrapper(size_t size, void *user)
{
@ -1742,7 +1742,7 @@ int InitPlatform(void)
for (int i = 0; i < MAX_GAMEPADS; i++)
{
// WARNING: If glfwGetJoystickName() is longer than MAX_GAMEPAD_NAME_LENGTH,
// we can get a not-NULL terminated string, so, we only copy up to (MAX_GAMEPAD_NAME_LENGTH - 1)
// only copying up to (MAX_GAMEPAD_NAME_LENGTH - 1)
if (glfwJoystickPresent(i))
{
CORE.Input.Gamepad.ready[i] = true;
@ -1819,8 +1819,8 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
{
//TRACELOG(LOG_INFO, "GLFW3: Window framebuffer size callback called [%i,%i]", width, height);
// WARNING: On window minimization, callback is called,
// but we don't want to change internal screen values, it breaks things
// WARNING: On window minimization, callback is called with 0 values,
// but internal screen values should not be changed, it breaks things
if ((width == 0) || (height == 0)) return;
// Reset viewport and projection matrix for new size
@ -1926,7 +1926,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
{
if (count > 0)
{
// In case previous dropped filepaths have not been freed, we free them
// In case previous dropped filepaths have not been freed, free them
if (CORE.Window.dropFileCount > 0)
{
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
@ -1937,7 +1937,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
CORE.Window.dropFilepaths = NULL;
}
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy
// WARNING: Paths are freed by GLFW when the callback returns, keeping an internal copy
CORE.Window.dropFileCount = count;
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
@ -1954,7 +1954,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
{
if (key < 0) return; // Security check, macOS fn key generates -1
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// WARNING: GLFW could return GLFW_REPEAT, it needs to be considered as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else if (action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
@ -2079,7 +2079,7 @@ static void JoystickCallback(int jid, int event)
if (event == GLFW_CONNECTED)
{
// WARNING: If glfwGetJoystickName() is longer than MAX_GAMEPAD_NAME_LENGTH,
// we can get a not-NULL terminated string, so, we clean destination and only copy up to -1
// only copy up to (MAX_GAMEPAD_NAME_LENGTH -1) to destination string
memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
strncpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
}