Fix typos in src/platforms/rcore_*.c (#3581)

This commit is contained in:
RadsammyT
2023-11-28 14:39:10 -05:00
committed by GitHub
parent 1906f1eddf
commit fe53ba80dd
5 changed files with 14 additions and 14 deletions

View File

@ -48,7 +48,7 @@
*
**********************************************************************************************/
#include "SDL.h" // SDL base library (window/rendered, input, timming... functionality)
#include "SDL.h" // SDL base library (window/rendered, input, timing... functionality)
#if defined(GRAPHICS_API_OPENGL_ES2)
// It seems it does not need to be included to work
@ -598,7 +598,7 @@ void SetWindowMonitor(int monitor)
// NOTE:
// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
// 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
// 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false;
const int screenWidth = CORE.Window.screen.width;
@ -617,7 +617,7 @@ void SetWindowMonitor(int monitor)
// ending up positioned partly outside the target display.
// 2. The workaround for that is, previously to moving the window,
// setting the window size to the target display size, so they match.
// 3. It was't done here because we can't assume changing the window size automatically
// 3. It wasn't done here because we can't assume changing the window size automatically
// is acceptable behavior by the user.
SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
CORE.Window.position.x = usableBounds.x;
@ -1012,7 +1012,7 @@ void PollInputEvents(void)
// Register previous mouse states
for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// Poll input events for current plaform
// Poll input events for current platform
//-----------------------------------------------------------------------------
/*
// WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values
@ -1318,7 +1318,7 @@ int InitPlatform(void)
// Init OpenGL context
platform.glContext = SDL_GL_CreateContext(platform.window);
// Check window and glContext have been initialized succesfully
// Check window and glContext have been initialized successfully
if ((platform.window != NULL) && (platform.glContext != NULL))
{
CORE.Window.ready = true;
@ -1362,7 +1362,7 @@ int InitPlatform(void)
SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
//----------------------------------------------------------------------------
// Initialize timming system
// Initialize timing system
//----------------------------------------------------------------------------
// NOTE: No need to call InitTimer(), let SDL manage it internally
CORE.Time.previous = GetTime(); // Get time as double