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

@ -59,9 +59,9 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Error rate to calculate how many segments we need to draw a smooth circle,
// taken from https://stackoverflow.com/a/2244088
#ifndef SMOOTH_CIRCLE_ERROR_RATE
// Define error rate to calculate how many segments are needed to draw a smooth circle
// REF: https://stackoverflow.com/a/2244088
#define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate
#endif
#ifndef SPLINE_SEGMENT_DIVISIONS
@ -318,7 +318,7 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
}
// Draw a color-filled circle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
// NOTE: On OpenGL 3.3 and ES2 using QUADS to avoid drawing order issues
void DrawCircleV(Vector2 center, float radius, Color color)
{
DrawCircleSector(center, radius, 0, 360, 36, color);
@ -379,7 +379,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
angle += (stepLength*2.0f);
}
// NOTE: In case number of segments is odd, we add one last piece to the cake
// NOTE: In case number of segments is odd, adding one last piece to the cake
if ((((unsigned int)segments)%2) == 1)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@ -722,7 +722,7 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color)
}
// Draw a color-filled rectangle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
// NOTE: On OpenGL 3.3 and ES2 using QUADS to avoid drawing order issues
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
@ -968,7 +968,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
/*
Quick sketch to make sense of all of this,
there are 9 parts to draw, also mark the 12 points we'll use
there are 9 parts to draw, also mark the 12 points used
P0____________________P1
/| |\
@ -1024,7 +1024,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
angle += (stepLength*2);
}
// NOTE: In case number of segments is odd, we add one last piece to the cake
// NOTE: In case number of segments is odd, adding one last piece to the cake
if (segments%2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@ -1168,7 +1168,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
// Draw rectangle with rounded edges
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color)
{
// NOTE: For line thicknes <=1.0f we use RL_LINES, otherwise wee use RL_QUADS/RL_TRIANGLES
// NOTE: For line thicknes <=1.0f using RL_LINES, otherwise using RL_QUADS/RL_TRIANGLES
DrawRectangleRoundedLinesEx(rec, roundness, segments, 1.0f, color);
}
@ -1204,7 +1204,7 @@ void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, f
/*
Quick sketch to make sense of all of this,
marks the 16 + 4(corner centers P16-19) points we'll use
marks the 16 + 4(corner centers P16-19) points used
P0 ================== P1
// P8 P9 \\
@ -1946,7 +1946,7 @@ void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, C
// Draw spline segment: Linear, 2 points
void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color)
{
// NOTE: For the linear spline we don't use subdivisions, just a single quad
// NOTE: For the linear spline no subdivisions are used, just a single quad
Vector2 delta = { p2.x - p1.x, p2.y - p1.y };
float length = sqrtf(delta.x*delta.x + delta.y*delta.y);