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https://github.com/raysan5/raylib.git
synced 2026-04-10 01:09:10 -04:00
Formating review, using imperative mode in comments
This commit is contained in:
58
src/rcore.c
58
src/rcore.c
@ -517,7 +517,7 @@ static void RecordAutomationEvent(void); // Record frame events (to internal eve
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#endif
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#if defined(_WIN32) && !defined(PLATFORM_DESKTOP_RGFW)
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// NOTE: We declare Sleep() function symbol to avoid including windows.h (kernel32.lib linkage required)
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// NOTE: Declaring Sleep() function symbol to avoid including windows.h (kernel32.lib linkage required)
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__declspec(dllimport) void __stdcall Sleep(unsigned long msTimeout); // Required for: WaitTime()
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#endif
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@ -701,12 +701,12 @@ 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: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
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// NOTE: Try to maxime 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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{
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// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
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// NOTE: Set up a 1px padding on char rectangle to avoid pixel bleeding
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SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
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}
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#endif
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@ -1042,7 +1042,7 @@ void EndTextureMode(void)
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// Set viewport to default framebuffer size
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SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
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// Go back to the modelview state from BeginDrawing since we are back to the default FBO
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// Go back to the modelview state from BeginDrawing, back to the main framebuffer
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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rlLoadIdentity(); // Reset current matrix (modelview)
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rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
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@ -1079,7 +1079,7 @@ void EndBlendMode(void)
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}
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// Begin scissor mode (define screen area for following drawing)
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// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
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// NOTE: Scissor rec refers to bottom-left corner, changing it to upper-left
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void BeginScissorMode(int x, int y, int width, int height)
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{
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rlDrawRenderBatchActive(); // Update and draw internal render batch
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@ -1182,9 +1182,9 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
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config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
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// Compute camera transformation matrices
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// NOTE: Camera movement might seem more natural if we model the head
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// Our axis of rotation is the base of our head, so we might want to add
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// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions
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// NOTE: Camera movement might seem more natural if modelling the head
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// Axis of rotation is the base of the head, so adding some y (base of head to eye level
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// and -z (center of head to eye protrusion) to the camera positions
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config.viewOffset[0] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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config.viewOffset[1] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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@ -1247,15 +1247,15 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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if (shader.id == 0)
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{
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// Shader could not be loaded but we still load the location points to avoid potential crashes
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// NOTE: All locations set to -1 (no location)
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// Shader could not be loaded but still loading the location points to avoid potential crashes
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// NOTE: All locations set to -1 (no location found)
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shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
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for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
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}
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else if (shader.id == rlGetShaderIdDefault()) shader.locs = rlGetShaderLocsDefault();
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else if (shader.id > 0)
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{
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// After custom shader loading, we TRY to set default location names
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// After custom shader loading, trying to set default location names
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// Default shader attribute locations have been binded before linking:
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// - vertex position location = 0
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// - vertex texcoord location = 1
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@ -1448,7 +1448,7 @@ Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height
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Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
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// Unproject the mouse cursor in the near plane
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// We need this as the source position because orthographic projects,
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// It is needed as the source position because orthographic projects,
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// compared to perspective doesn't have a convergence point,
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// meaning that the "eye" of the camera is more like a plane than a point
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Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
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@ -1484,7 +1484,7 @@ Matrix GetCameraMatrix2D(Camera2D camera)
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// not for the camera getting bigger, hence the invert. Same deal with rotation
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// 3. Move it by (-offset);
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// Offset defines target transform relative to screen, but since effectively "moving" screen (camera)
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// we need to do it into opposite direction (inverse transform)
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// it needs to be moved into opposite direction (inverse transform)
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// Having camera transform in world-space, inverse of it gives the modelview transform
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// Since (A*B*C)' = C'*B'*A', the modelview is
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@ -1586,7 +1586,7 @@ void SetTargetFPS(int fps)
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}
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// Get current FPS
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// NOTE: We calculate an average framerate
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// NOTE: Calculating an average framerate
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int GetFPS(void)
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{
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int fps = 0;
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@ -1601,7 +1601,7 @@ int GetFPS(void)
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static float average = 0, last = 0;
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float fpsFrame = GetFrameTime();
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// if we reset the window, reset the FPS info
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// If reseting the window, reset the FPS info
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if (CORE.Time.frameCounter == 0)
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{
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average = 0;
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@ -1644,7 +1644,7 @@ float GetFrameTime(void)
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// Wait for some time (stop program execution)
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// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
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// take longer than expected... for that reason we use the busy wait loop
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// take longer than expected... for that reason a busy wait loop is used
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// REF: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
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// REF: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
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void WaitTime(double seconds)
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@ -1659,7 +1659,7 @@ void WaitTime(double seconds)
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while (GetTime() < destinationTime) { }
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#else
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#if SUPPORT_PARTIALBUSY_WAIT_LOOP
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double sleepSeconds = seconds - seconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
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double sleepSeconds = seconds - seconds*0.05; // NOTE: Reserve a percentage of the time for busy waiting
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#else
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double sleepSeconds = seconds;
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#endif
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@ -1818,7 +1818,7 @@ void TakeScreenshot(const char *fileName)
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// Security check to (partially) avoid malicious code
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if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
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// Apply a scale if we are doing HIGHDPI auto-scaling
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// Apply content scaling if required
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Vector2 scale = { 1.0f, 1.0f };
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if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) scale = GetWindowScaleDPI();
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@ -1973,11 +1973,11 @@ unsigned char *LoadFileData(const char *fileName, int *dataSize)
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if (data != NULL)
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{
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// NOTE: fread() returns number of read elements instead of bytes, so we read [1 byte, size elements]
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// NOTE: fread() returns number of read elements instead of bytes, so reading [1 byte, size elements]
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size_t count = fread(data, sizeof(unsigned char), size, file);
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// WARNING: fread() returns a size_t value, usually 'unsigned int' (32bit compilation) and 'unsigned long long' (64bit compilation)
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// dataSize is unified along raylib as a 'int' type, so, for file-sizes > INT_MAX (2147483647 bytes) we have a limitation
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// dataSize is unified along raylib as a 'int' type, so, for file-sizes > INT_MAX (2147483647 bytes) there is a limitation
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if (count > 2147483647)
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{
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TRACELOG(LOG_WARNING, "FILEIO: [%s] File is bigger than 2147483647 bytes, avoid using LoadFileData()", fileName);
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@ -2456,7 +2456,7 @@ long GetFileModTime(const char *fileName)
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}
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// Get pointer to extension for a filename string (includes the dot: .png)
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// WARNING: We just get the ptr but not the extension as a separate string
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// WARNING: Getting the pointer to the input string extension position (not a string copy)
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const char *GetFileExtension(const char *fileName)
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{
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const char *dot = strrchr(fileName, '.');
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@ -2505,7 +2505,7 @@ const char *GetFileNameWithoutExt(const char *filePath)
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{
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if (fileName[i] == '.')
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{
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// NOTE: We break on first '.' found
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// NOTE: Break on first '.' found
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fileName[i] = '\0';
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break;
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}
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@ -2531,11 +2531,11 @@ const char *GetDirectoryPath(const char *filePath)
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static char dirPath[MAX_FILEPATH_LENGTH] = { 0 };
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memset(dirPath, 0, MAX_FILEPATH_LENGTH);
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// In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /),
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// we add the current directory path to dirPath
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// In case provided path does not contain a root drive letter (C:\, D:\)
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// nor leading path separator (\, /), add the current directory path to dirPath
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if ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/'))
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{
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// For security, we set starting path to current directory,
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// For security, set starting path to current directory,
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// obtained path will be concatenated to this
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dirPath[0] = '.';
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dirPath[1] = '/';
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@ -2934,7 +2934,7 @@ unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, b
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{
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while ((entity = readdir(dir)) != NULL)
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{
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// NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths
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// NOTE: Skipping '.' (current dir) and '..' (parent dir) filepaths
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if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0))
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{
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// Construct new path from our base path
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@ -3004,7 +3004,7 @@ unsigned char *DecompressData(const unsigned char *compData, int compDataSize, i
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// WARNING: RL_REALLOC can make (and leave) data copies in memory,
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// that can be a security concern in case of compression of sensitive data
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// So, we use a second buffer to copy data manually, wiping original buffer memory
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// So, using a second buffer to copy data manually, wiping original buffer memory
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data = (unsigned char *)RL_CALLOC(size, 1);
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memcpy(data, data0, size);
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memset(data0, 0, MAX_DECOMPRESSION_SIZE*1024*1024); // Wipe memory, is memset() safe?
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@ -3534,7 +3534,7 @@ AutomationEventList LoadAutomationEventList(const char *fileName)
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// Allocate and empty automation event list, ready to record new events
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list.events = (AutomationEvent *)RL_CALLOC(MAX_AUTOMATION_EVENTS, sizeof(AutomationEvent));
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list.capacity = MAX_AUTOMATION_EVENTS;
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if (fileName == NULL) TRACELOG(LOG_INFO, "AUTOMATION: New empty events list loaded successfully");
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else
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{
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@ -4578,7 +4578,7 @@ const char *TextFormat(const char *text, ...)
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#define MAX_TEXT_BUFFER_LENGTH 1024 // Maximum size of static text buffer
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#endif
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// We create an array of buffers so strings don't expire until MAX_TEXTFORMAT_BUFFERS invocations
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// Define an array of buffers, so strings don't expire until MAX_TEXTFORMAT_BUFFERS invocations
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static char buffers[MAX_TEXTFORMAT_BUFFERS][MAX_TEXT_BUFFER_LENGTH] = { 0 };
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static int index = 0;
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