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https://github.com/raysan5/raylib.git
synced 2026-04-15 11:39:09 -04:00
Update typos/grammar (#5759)
This commit is contained in:
@ -73,7 +73,7 @@
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#define SUPPORT_RPRAND_GENERATOR 1
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#endif
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#ifndef SUPPORT_MOUSE_GESTURES
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// Mouse gestures are directly mapped like touches and processed by gestures system
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// Mouse gestures are directly mapped like touches and processed by the gestures system
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#define SUPPORT_MOUSE_GESTURES 1
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#endif
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#ifndef SUPPORT_SSH_KEYBOARD_RPI
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@ -125,7 +125,7 @@
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#endif
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// rcore: Configuration values
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// NOTE: Below values are alread defined inside [rcore.c] so there is no need to be
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// NOTE: Below values are already defined inside [rcore.c] so there is no need to be
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// redefined here, in case it must be done, uncomment the required line and update
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// the value; it can also be done on compilation with -DVALUE_TO_REDEFINE=128
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//------------------------------------------------------------------------------------
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@ -159,7 +159,7 @@
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#endif
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// rlgl: Configuration values
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// NOTE: Below values are alread defined inside [rlgl.h] so there is no need to be
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// NOTE: Below values are already defined inside [rlgl.h] so there is no need to be
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// redefined here, in case it must be done, uncomment the required line and update
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// the value; it can also be done on compilation with -DVALUE_TO_REDEFINE=128
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//------------------------------------------------------------------------------------
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@ -349,7 +349,7 @@
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#endif
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// raudio: Configuration values
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// NOTE: Below values are alread defined inside [rlgl.h] so there is no need to be
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// NOTE: Below values are already defined inside [rlgl.h] so there is no need to be
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// redefined here, in case it must be done, uncomment the required line and update
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// the value; it can also be done on compilation with -DVALUE_TO_REDEFINE=128
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//------------------------------------------------------------------------------------
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20
src/raylib.h
20
src/raylib.h
@ -10,7 +10,7 @@
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* - Software renderer optional, for systems with no GPU: [rlsw]
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* - Custom OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
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* - Many texture formats supportted, including compressed formats (DXT, ETC, ASTC)
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* - Many texture formats supported, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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* - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
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@ -35,14 +35,14 @@
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* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
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* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
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* [rcore] rprand (Ramon Santamaria) for pseudo-random numbers generation
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* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
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* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
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* [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
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* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
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* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image management
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* [rtextures] stb_image (Sean Barrett) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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* [rtextures] stb_image_write (Sean Barrett) for image writing (BMP, TGA, PNG, JPG)
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* [rtextures] stb_image_resize2 (Sean Barrett) for image resizing algorithms
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* [rtextures] stb_perlin (Sean Barrett) for Perlin Noise image generation
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* [rtextures] rltexgpu (Ramon Santamaria) for GPU-compressed texture formats
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* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
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* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
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* [rtext] stb_truetype (Sean Barrett) for ttf fonts loading
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* [rtext] stb_rect_pack (Sean Barrett) for rectangles packing
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* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
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* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
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@ -51,10 +51,10 @@
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* [raudio] dr_wav (David Reid) for WAV audio file loading
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* [raudio] dr_flac (David Reid) for FLAC audio file loading
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* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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* [raudio] stb_vorbis (Sean Barrett) for OGG audio loading
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* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
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* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio management
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*
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*
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* LICENSE: zlib/libpng
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@ -15,7 +15,7 @@
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* - Functions use always a "result" variable for return (except C++ operators)
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* - Functions are always defined inline
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* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
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* - No compound literals used to make sure libray is compatible with C++
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* - No compound literals used to make sure the library is compatible with C++
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*
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* CONFIGURATION:
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* #define RAYMATH_IMPLEMENTATION
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@ -183,7 +183,7 @@ typedef struct float16 {
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#if RAYMATH_USE_SIMD_INTRINSICS
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// SIMD is used on the most costly raymath function MatrixMultiply()
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// NOTE: Only SSE intrinsics support implemented
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// TODO: Consider support for other SIMD instrinsics:
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// TODO: Consider support for other SIMD intrinsics:
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// - SSEx, AVX, AVX2, FMA, NEON, RVV
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/*
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#if defined(__SSE4_2__)
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@ -1151,7 +1151,7 @@ RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
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// Create quaternion from source point
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Quaternion quat = { source.x, source.y, source.z, 1.0f };
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// Multiply quat point by unprojecte matrix
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// Multiply quat point by unprojected matrix
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Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv)
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matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w,
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matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w,
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@ -103,7 +103,7 @@
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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@ -352,7 +352,7 @@ void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget)
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// Rotates the camera around its right vector, pitch is "looking up and down"
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// - lockView prevents camera overrotation (aka "somersaults")
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// - rotateAroundTarget defines if rotation is around target or around its position
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// - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
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// - rotateUp rotates the up direction as well (typically only useful in CAMERA_FREE)
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// NOTE: [angle] must be provided in radians
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void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
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{
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14
src/rcore.c
14
src/rcore.c
@ -307,7 +307,7 @@ typedef struct CoreData {
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Size screen; // Screen current width and height
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Point position; // Window current position
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Size previousScreen; // Screen previous width and height (required on fullscreen/borderless-windowed toggle)
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Point previousPosition; // Window previous position (required on fullscreeen/borderless-windowed toggle)
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Point previousPosition; // Window previous position (required on fullscreen/borderless-windowed toggle)
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Size render; // Screen framebuffer width and height
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Point renderOffset; // Screen framebuffer render offset (Not required anymore?)
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Size currentFbo; // Current framebuffer render width and height (depends on active render texture)
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@ -329,7 +329,7 @@ typedef struct CoreData {
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char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
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char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
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// NOTE: Since key press logic involves comparing previous vs currrent key state,
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// NOTE: Since key press logic involves comparing previous vs current key state,
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// key repeats needs to be handled specially
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char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame
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@ -714,7 +714,7 @@ void InitWindow(int width, int height, const char *title)
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Rectangle rec = GetFontDefault().recs[95];
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if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT))
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{
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// NOTE: Try to maxime rec padding to avoid pixel bleeding on MSAA filtering
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// NOTE: Try to maximize rec padding to avoid pixel bleeding on MSAA filtering
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SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
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}
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else
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@ -2514,9 +2514,9 @@ const char *GetFileNameWithoutExt(const char *filePath)
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if (filePath != NULL)
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{
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strncpy(fileName, GetFileName(filePath), MAX_FILENAME_LENGTH - 1); // Get filename.ext without path
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int fileNameLenght = (int)strlen(fileName); // Get size in bytes
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int fileNameLength = (int)strlen(fileName); // Get size in bytes
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for (int i = fileNameLenght; i > 0; i--) // Reverse search '.'
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for (int i = fileNameLength; i > 0; i--) // Reverse search '.'
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{
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if (fileName[i] == '.')
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{
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@ -3039,7 +3039,7 @@ unsigned char *DecompressData(const unsigned char *compData, int compDataSize, i
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char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize)
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{
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// Base64 conversion table from RFC 4648 [0..63]
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// NOTE: They represent 64 values (6 bits), to encode 3 bytes of data into 4 "sixtets" (6bit characters)
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// NOTE: They represent 64 values (6 bits), to encode 3 bytes of data into 4 "sextets" (6bit characters)
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static const char base64EncodeTable[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
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// Compute expected size and padding
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@ -3126,7 +3126,7 @@ unsigned char *DecodeDataBase64(const char *text, int *outputSize)
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int outputCount = 0;
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for (int i = 0; i < dataSize;)
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{
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// Every 4 sixtets must generate 3 octets
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// Every 4 sextets must generate 3 octets
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if ((i + 2) >= dataSize)
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{
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TRACELOG(LOG_WARNING, "BASE64: Decoding error: Input data size is not valid");
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@ -124,7 +124,7 @@ void UpdateGestures(void); // Update gestures detec
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#if defined(RGESTURES_STANDALONE)
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void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
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bool IsGestureDetected(int gesture); // Check if a gesture have been detected
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bool IsGestureDetected(int gesture); // Check if a gesture has been detected
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int GetGestureDetected(void); // Get latest detected gesture
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float GetGestureHoldDuration(void); // Get gesture hold time in seconds
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@ -297,10 +297,10 @@ void ProcessGestureEvent(GestureEvent event)
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}
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else if (event.touchAction == TOUCH_ACTION_UP)
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{
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// A swipe can happen while the current gesture is drag, but (specially for web) also hold, so set upPosition for both cases
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// A swipe can happen while the current gesture is drag, but (especially for web) also hold, so set upPosition for both cases
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if (GESTURES.current == GESTURE_DRAG || GESTURES.current == GESTURE_HOLD) GESTURES.Touch.upPosition = event.position[0];
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// NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen
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// NOTE: GESTURES.Drag.intensity is dependent on the resolution of the screen
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GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition);
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GESTURES.Drag.intensity = GESTURES.Drag.distance/(float)((rgGetCurrentTime() - GESTURES.Swipe.startTime));
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@ -7,10 +7,10 @@
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* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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*
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* ADDITIONAL NOTES:
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* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are
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* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffers are
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* initialized on rlglInit() to accumulate vertex data
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*
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* When an internal state change is required all the stored vertex data is rendered in batch,
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* When an internal state change is required all the stored vertex data is rendered in a batch,
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* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch
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*
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* Some resources are also loaded for convenience, here the complete list:
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@ -29,7 +29,7 @@
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* #define GRAPHICS_API_OPENGL_ES2
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* #define GRAPHICS_API_OPENGL_ES3
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* Use selected OpenGL graphics backend, should be supported by platform
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* Those preprocessor defines are only used on rlgl module, if OpenGL version is
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* Those preprocessor defines are only used on the rlgl module, if OpenGL version is
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* required by any other module, use rlGetVersion() to check it
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*
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* #define RLGL_IMPLEMENTATION
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@ -49,7 +49,7 @@
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* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
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* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of texture units that can be activated on batch drawing (SetShaderValueTexture())
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*
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* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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@ -6898,7 +6898,7 @@ static Model LoadM3D(const char *fileName)
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mi = m3d->face[i].materialid;
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// Only allocate colors VertexBuffer if there's a color vertex in the model for this material batch
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// if all colors are fully transparent black for all verteces of this materal, then assuming no vertex colors
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// if all colors are fully transparent black for all vertices of this material, then assuming no vertex colors
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for (j = i, l = vcolor = 0; (j < (int)m3d->numface) && (mi == m3d->face[j].materialid); j++, l++)
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{
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if (!m3d->vertex[m3d->face[j].vertex[0]].color ||
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@ -8,11 +8,11 @@
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* are used but QUADS implementation can be selected with SUPPORT_QUADS_DRAW_MODE define
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*
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* Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a
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* user-provided texture with SetShapesTexture(), the pourpouse of this implementation
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* user-provided texture with SetShapesTexture(), the purpose of this implementation
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* is allowing to reduce draw calls when combined with a texture-atlas
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*
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* By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one
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* white character of default font [rtext], this way, raylib text and shapes can be draw with
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* white character of default font [rtext], this way, raylib text and shapes can be drawn with
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* a single draw call and it also allows users to configure it the same way with their own fonts
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*
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* CONFIGURATION:
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@ -366,7 +366,7 @@ Image LoadImageAnim(const char *fileName, int *frames)
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return image;
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}
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// Load animated image data
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// Load animated image data from memory
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// - Image.data buffer includes all frames: [image#0][image#1][image#2][...]
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// - Number of frames is returned through 'frames' parameter
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// - All frames are returned in RGBA format
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@ -1575,7 +1575,7 @@ Image ImageFromChannel(Image image, int selectedChannel)
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// Check for RGBA formats
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if (selectedChannel > 3)
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{
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TRACELOG(LOG_WARNING, "ImageFromChannel supports channels 0 to 3 (rgba). Setting channel to alpha.");
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TRACELOG(LOG_WARNING, "ImageFromChannel supports channels 0 to 3 (RGBA). Setting channel to alpha.");
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selectedChannel = 3;
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}
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