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REVIEWED: Webpage reference comments starting with REF:, more consistent with TODO: and NOTE: comments
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@ -1162,8 +1162,8 @@ static GamepadButton AndroidTranslateGamepadButton(int button)
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static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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{
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// If additional inputs are required check:
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// Ref: https://developer.android.com/ndk/reference/group/input
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// Ref: https://developer.android.com/training/game-controllers/controller-input
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// REF: https://developer.android.com/ndk/reference/group/input
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// REF: https://developer.android.com/training/game-controllers/controller-input
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int type = AInputEvent_getType(event);
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int source = AInputEvent_getSource(event);
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@ -1122,7 +1122,7 @@ double GetTime(void)
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// NOTE: This function is only safe to use if you control the URL given
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// A user could craft a malicious string performing another action
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// Only call this function yourself not with user input or make sure to check the string yourself
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// Ref: https://github.com/raysan5/raylib/issues/686
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// REF: https://github.com/raysan5/raylib/issues/686
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void OpenURL(const char *url)
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{
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// Security check to (partially) avoid malicious code
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@ -1234,8 +1234,8 @@ void PollInputEvents(void)
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// Map touch position to mouse position for convenience
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// WARNING: If the target desktop device supports touch screen, this behaviour should be reviewed!
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// TODO: GLFW does not support multi-touch input yet
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// Ref: https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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// Ref: https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
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// REF: https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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// REF: https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
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CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
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// Check if gamepads are ready
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@ -1347,7 +1347,7 @@ void PollInputEvents(void)
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// Function wrappers around RL_*alloc macros, used by glfwInitAllocator() inside of InitPlatform()
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// We need to provide these because GLFWallocator expects function pointers with specific signatures
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// Similar wrappers exist in utils.c but we cannot reuse them here due to declaration mismatch
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// Ref: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
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// REF: https://www.glfw.org/docs/latest/intro_guide.html#init_allocator
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static void *AllocateWrapper(size_t size, void *user)
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{
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(void)user;
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@ -1945,8 +1945,8 @@ static void CharCallback(GLFWwindow *window, unsigned int codepoint)
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{
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// NOTE: Registers any key down considering OS keyboard layout but
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// does not detect action events, those should be managed by user...
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// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
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// REF: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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// REF: https://www.glfw.org/docs/latest/input_guide.html#input_char
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// Check if there is space available in the queue
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if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
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@ -1129,7 +1129,7 @@ Vector2 GetWindowScaleDPI(void)
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#ifndef USING_VERSION_SDL3
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// NOTE: SDL_GetWindowDisplayScale was only added on SDL3
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// Ref: https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
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// REF: https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
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// TODO: Implement the window scale factor calculation manually
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TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
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#else
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@ -1279,7 +1279,7 @@ double GetTime(void)
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// NOTE: This function is only safe to use if you control the URL given
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// A user could craft a malicious string performing another action
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// Only call this function yourself not with user input or make sure to check the string yourself
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// Ref: https://github.com/raysan5/raylib/issues/686
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// REF: https://github.com/raysan5/raylib/issues/686
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void OpenURL(const char *url)
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{
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// Security check to (partially) avoid malicious code
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@ -1239,7 +1239,7 @@ double GetTime(void)
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// NOTE: This function is only safe to use if you control the URL given
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// A user could craft a malicious string performing another action
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// Only call this function yourself not with user input or make sure to check the string yourself
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// Ref: https://github.com/raysan5/raylib/issues/686
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// REF: https://github.com/raysan5/raylib/issues/686
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void OpenURL(const char *url)
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{
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// Security check to (partially) avoid malicious code on target platform
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@ -220,7 +220,7 @@ static const short linuxToRaylibMap[KEYMAP_SIZE] = {
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248, 0, 0, 0, 0, 0, 0, 0,
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// Gamepads are mapped according to:
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// Ref: https://www.kernel.org/doc/html/next/input/gamepad.html
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// REF: https://www.kernel.org/doc/html/next/input/gamepad.html
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// Those mappings are standardized, but that doesn't mean people follow
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// the standards, so this is more of an approximation
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[BTN_DPAD_UP] = GAMEPAD_BUTTON_LEFT_FACE_UP,
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@ -1013,7 +1013,7 @@ double GetTime(void)
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// NOTE: This function is only safe to use if you control the URL given
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// A user could craft a malicious string performing another action
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// Only call this function yourself not with user input or make sure to check the string yourself
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// Ref: https://github.com/raysan5/raylib/issues/686
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// REF: https://github.com/raysan5/raylib/issues/686
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void OpenURL(const char *url)
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{
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TRACELOG(LOG_WARNING, "OpenURL() not implemented on target platform");
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@ -383,7 +383,7 @@ double GetTime(void)
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// NOTE: This function is only safe to use if you control the URL given.
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// A user could craft a malicious string performing another action.
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// Only call this function yourself not with user input or make sure to check the string yourself.
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// Ref: https://github.com/raysan5/raylib/issues/686
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// REF: https://github.com/raysan5/raylib/issues/686
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void OpenURL(const char *url)
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{
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// Security check to (partially) avoid malicious code on target platform
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@ -131,7 +131,7 @@ static void MouseEnterCallback(GLFWwindow *window, int enter);
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// Emscripten window callback events
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static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
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// static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
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//static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
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static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
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static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent *focusEvent, void *userData);
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static EM_BOOL EmscriptenVisibilityChangeCallback(int eventType, const EmscriptenVisibilityChangeEvent *visibilityChangeEvent, void *userData);
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@ -165,7 +165,7 @@ EM_JS(void, SetCanvasIdJs, (char *out, int outSize), {
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bool WindowShouldClose(void)
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{
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// Emscripten Asyncify is required to run synchronous code in asynchronous JS
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// Ref: https://emscripten.org/docs/porting/asyncify.html
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// REF: https://emscripten.org/docs/porting/asyncify.html
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// WindowShouldClose() is not called on a web-ready raylib application if using emscripten_set_main_loop()
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// and encapsulating one frame execution on a UpdateDrawFrame() function,
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@ -243,7 +243,7 @@ void ToggleFullscreen(void)
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// Option 2: Request fullscreen for the canvas element with strategy
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// This option does not seem to work at all
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// Ref: https://github.com/emscripten-core/emscripten/issues/5124
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// REF: https://github.com/emscripten-core/emscripten/issues/5124
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// EmscriptenFullscreenStrategy strategy = {
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// .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
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// .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
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@ -1520,8 +1520,8 @@ static void CharCallback(GLFWwindow *window, unsigned int key)
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// NOTE: Registers any key down considering OS keyboard layout but
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// does not detect action events, those should be managed by user...
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// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
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// REF: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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// REF: https://www.glfw.org/docs/latest/input_guide.html#input_char
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// Check if there is space available in the queue
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if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
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