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Fix typos in src/platforms/rcore_*.c (#3581)
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@ -48,7 +48,7 @@
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*
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**********************************************************************************************/
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#include "SDL.h" // SDL base library (window/rendered, input, timming... functionality)
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#include "SDL.h" // SDL base library (window/rendered, input, timing... functionality)
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// It seems it does not need to be included to work
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@ -598,7 +598,7 @@ void SetWindowMonitor(int monitor)
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// NOTE:
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// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
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// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
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// 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
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// 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
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const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false;
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const int screenWidth = CORE.Window.screen.width;
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@ -617,7 +617,7 @@ void SetWindowMonitor(int monitor)
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// ending up positioned partly outside the target display.
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// 2. The workaround for that is, previously to moving the window,
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// setting the window size to the target display size, so they match.
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// 3. It was't done here because we can't assume changing the window size automatically
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// 3. It wasn't done here because we can't assume changing the window size automatically
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// is acceptable behavior by the user.
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SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
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CORE.Window.position.x = usableBounds.x;
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@ -1012,7 +1012,7 @@ void PollInputEvents(void)
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// Register previous mouse states
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for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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// Poll input events for current plaform
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// Poll input events for current platform
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//-----------------------------------------------------------------------------
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/*
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// WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values
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@ -1318,7 +1318,7 @@ int InitPlatform(void)
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// Init OpenGL context
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platform.glContext = SDL_GL_CreateContext(platform.window);
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// Check window and glContext have been initialized succesfully
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// Check window and glContext have been initialized successfully
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if ((platform.window != NULL) && (platform.glContext != NULL))
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{
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CORE.Window.ready = true;
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@ -1362,7 +1362,7 @@ int InitPlatform(void)
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SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
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//----------------------------------------------------------------------------
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// Initialize timming system
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// Initialize timing system
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//----------------------------------------------------------------------------
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// NOTE: No need to call InitTimer(), let SDL manage it internally
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CORE.Time.previous = GetTime(); // Get time as double
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