diff --git a/src/config.h b/src/config.h index b3e3f16c9..48f66aba4 100644 --- a/src/config.h +++ b/src/config.h @@ -65,7 +65,7 @@ // Support automatic generated events, loading and recording of those events when required //#define SUPPORT_EVENTS_AUTOMATION 1 // Support custom frame control, only for advance users -// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() +// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() // Enabling this flag allows manual control of the frame processes, use at your own risk //#define SUPPORT_CUSTOM_FRAME_CONTROL 1 @@ -110,12 +110,12 @@ // Default shader vertex attribute names to set location points // NOTE: When a new shader is loaded, the following locations are tried to be set for convenience -#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4 -#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: 0 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: 1 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: 2 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: 3 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: 4 +#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: 5 #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix @@ -139,7 +139,7 @@ //------------------------------------------------------------------------------------ // Module: rtextures - Configuration Flags //------------------------------------------------------------------------------------ -// Selecte desired fileformats to be supported for image data loading +// Select the desired fileformats to be supported for image data loading #define SUPPORT_FILEFORMAT_PNG 1 //#define SUPPORT_FILEFORMAT_BMP 1 //#define SUPPORT_FILEFORMAT_TGA 1 diff --git a/src/raudio.c b/src/raudio.c index 3f0e468f6..443fb924e 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -474,7 +474,7 @@ void InitAudioDevice(void) return; } - // Mixing happens on a seperate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may + // Mixing happens on a separate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may // want to look at something a bit smarter later on to keep everything real-time, if that's necessary. if (ma_mutex_init(&AUDIO.System.lock) != MA_SUCCESS) { @@ -2107,8 +2107,8 @@ void UnloadAudioStream(AudioStream stream) } // Update audio stream buffers with data -// NOTE 1: Only updates one buffer of the stream source: unqueue -> update -> queue -// NOTE 2: To unqueue a buffer it needs to be processed: IsAudioStreamProcessed() +// NOTE 1: Only updates one buffer of the stream source: dequeue -> update -> queue +// NOTE 2: To dequeue a buffer it needs to be processed: IsAudioStreamProcessed() void UpdateAudioStream(AudioStream stream, const void *data, int frameCount) { if (stream.buffer != NULL) diff --git a/src/raylib.h b/src/raylib.h index a1487ea5b..e31a514a6 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -842,7 +842,7 @@ typedef enum { CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces - CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map) + CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map) } CubemapLayout; // Font type, defines generation method diff --git a/src/rcamera.h b/src/rcamera.h index 70221b347..0caad666d 100644 --- a/src/rcamera.h +++ b/src/rcamera.h @@ -150,7 +150,7 @@ void SetCameraMoveControls(int keyFront, int keyBack, #endif // Camera mouse movement sensitivity -#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independant of framerate +#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.5f // TODO: it should be independent of framerate #define CAMERA_MOUSE_SCROLL_SENSITIVITY 1.5f // FREE_CAMERA diff --git a/src/rcore.c b/src/rcore.c index b6ff9276c..95a720436 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -1317,7 +1317,7 @@ void MaximizeWindow(void) void MinimizeWindow(void) { #if defined(PLATFORM_DESKTOP) - // NOTE: Following function launches callback that sets appropiate flag! + // NOTE: Following function launches callback that sets appropriate flag! glfwIconifyWindow(CORE.Window.handle); #endif } @@ -2481,10 +2481,10 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int)); - // All locations reseted to -1 (no location) + // All locations reset to -1 (no location) for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; - // Get handles to GLSL input attibute locations + // Get handles to GLSL input attribute locations shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); @@ -2552,7 +2552,7 @@ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniform { rlEnableShader(shader.id); rlSetUniform(locIndex, value, uniformType, count); - //rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set + //rlDisableShader(); // Avoid resetting current shader program, in case other uniforms are set } } @@ -2617,7 +2617,7 @@ Ray GetMouseRay(Vector2 mouse, Camera camera) Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); // Unproject the mouse cursor in the near plane. - // We need this as the source position because orthographic projects, compared to perspect doesn't have a + // We need this as the source position because orthographic projects, compared to perspective doesn't have a // convergence point, meaning that the "eye" of the camera is more like a plane than a point. Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); @@ -3928,7 +3928,7 @@ static bool InitGraphicsDevice(int width, int height) CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default // NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars... - // ...in top-down or left-right to match display aspect ratio (no weird scalings) + // ...in top-down or left-right to match display aspect ratio (no weird scaling) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) glfwSetErrorCallback(ErrorCallback); @@ -4099,8 +4099,8 @@ static bool InitGraphicsDevice(int width, int height) // remember center for switchinging from fullscreen to window if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width)) { - // If screen width/height equal to the dislpay, we can't calclulate the window pos for toggling fullscreened/windowed. - // Toggling fullscreened/windowed with pos(0, 0) can cause problems in some platforms, such as X11. + // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed. + // Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11. CORE.Window.position.x = CORE.Window.display.width/4; CORE.Window.position.y = CORE.Window.display.height/4; } @@ -4137,7 +4137,7 @@ static bool InitGraphicsDevice(int width, int height) // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched // by the sides to fit all monitor space... - // Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight + // Try to setup the most appropriate fullscreen framebuffer for the requested screenWidth/screenHeight // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset) // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed... @@ -4818,7 +4818,7 @@ static void InitTimer(void) // NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could // take longer than expected... for that reason we use the busy wait loop // Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected -// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32! +// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32! void WaitTime(double seconds) { #if defined(SUPPORT_BUSY_WAIT_LOOP) || defined(SUPPORT_PARTIALBUSY_WAIT_LOOP) diff --git a/src/rgestures.h b/src/rgestures.h index b63ac9678..a7440fb98 100644 --- a/src/rgestures.h +++ b/src/rgestures.h @@ -249,7 +249,7 @@ static double rgGetCurrentTime(void); // Module Functions Definition //---------------------------------------------------------------------------------- -// Enable only desired getures to be detected +// Enable only desired gestures to be detected void SetGesturesEnabled(unsigned int flags) { GESTURES.enabledFlags = flags; @@ -300,7 +300,7 @@ void ProcessGestureEvent(GestureEvent event) { if (GESTURES.current == GESTURE_DRAG) GESTURES.Touch.upPosition = event.position[0]; - // NOTE: GESTURES.Drag.intensity dependend on the resolution of the screen + // NOTE: GESTURES.Drag.intensity dependent on the resolution of the screen GESTURES.Drag.distance = rgVector2Distance(GESTURES.Touch.downPositionA, GESTURES.Touch.upPosition); GESTURES.Drag.intensity = GESTURES.Drag.distance/(float)((rgGetCurrentTime() - GESTURES.Swipe.timeDuration)); @@ -472,7 +472,7 @@ Vector2 GetGestureDragVector(void) } // Get drag angle -// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise +// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise float GetGestureDragAngle(void) { // NOTE: drag angle is calculated on one touch points TOUCH_ACTION_UP @@ -488,8 +488,8 @@ Vector2 GetGesturePinchVector(void) return GESTURES.Pinch.vector; } -// Get angle beween two pinch points -// NOTE: Angle in degrees, horizontal-right is 0, counterclock-wise +// Get angle between two pinch points +// NOTE: Angle in degrees, horizontal-right is 0, counterclockwise float GetGesturePinchAngle(void) { // NOTE: pinch angle is calculated on two touch points TOUCH_ACTION_MOVE diff --git a/src/rmodels.c b/src/rmodels.c index 6270b2654..893c031ef 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -1517,7 +1517,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) else rlDrawVertexArray(0, mesh.vertexCount); } - // Unbind all binded texture maps + // Unbind all bound texture maps for (int i = 0; i < MAX_MATERIAL_MAPS; i++) { if (material.maps[i].texture.id > 0) @@ -1738,7 +1738,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i else rlDrawVertexArrayInstanced(0, mesh.vertexCount, instances); } - // Unbind all binded texture maps + // Unbind all bound texture maps for (int i = 0; i < MAX_MATERIAL_MAPS; i++) { if (material.maps[i].texture.id > 0) @@ -2559,7 +2559,7 @@ Mesh GenMeshSphere(float radius, int rings, int slices) return mesh; } -// Generate hemi-sphere mesh (half sphere, no bottom cap) +// Generate hemisphere mesh (half sphere, no bottom cap) Mesh GenMeshHemiSphere(float radius, int rings, int slices) { Mesh mesh = { 0 }; @@ -3242,7 +3242,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize) } } - // Move data from mapVertices temp arays to vertices float array + // Move data from mapVertices temp arrays to vertices float array mesh.vertexCount = vCounter; mesh.triangleCount = vCounter/3; @@ -3742,7 +3742,7 @@ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box) // NOTE: We use an additional .01 to fix numerical errors collision.normal = Vector3Scale(collision.normal, 2.01f); collision.normal = Vector3Divide(collision.normal, Vector3Subtract(box.max, box.min)); - // The relevant elemets of the vector are now slightly larger than 1.0f (or smaller than -1.0f) + // The relevant elements of the vector are now slightly larger than 1.0f (or smaller than -1.0f) // and the others are somewhere between -1.0 and 1.0 casting to int is exactly our wanted normal! collision.normal.x = (float)((int)collision.normal.x); collision.normal.y = (float)((int)collision.normal.y); @@ -4959,7 +4959,7 @@ static Model LoadGLTF(const char *fileName) for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++) { - // Check the different attributes for every pimitive + // Check the different attributes for every primitive if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION { cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; @@ -5613,7 +5613,7 @@ static Model LoadM3D(const char *fileName) // Materials are grouped together if (mi != m3d->face[i].materialid) { - // there should be only one material switch per material kind, but be bulletproof for unoptimal model files + // there should be only one material switch per material kind, but be bulletproof for non-optimal model files if (k + 1 >= model.meshCount) { model.meshCount++; diff --git a/src/rtext.c b/src/rtext.c index 6e20da8b6..3e838f85c 100644 --- a/src/rtext.c +++ b/src/rtext.c @@ -65,7 +65,7 @@ #include // Required for: vsprintf() #include // Required for: strcmp(), strstr(), strcpy(), strncpy() [Used in TextReplace()], sscanf() [Used in LoadBMFont()] #include // Required for: va_list, va_start(), vsprintf(), va_end() [Used in TextFormat()] -#include // Requried for: toupper(), tolower() [Used in TextToUpper(), TextToLower()] +#include // Required for: toupper(), tolower() [Used in TextToUpper(), TextToLower()] #if defined(SUPPORT_FILEFORMAT_TTF) #define STB_RECT_PACK_IMPLEMENTATION @@ -584,7 +584,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz glyphCount = (glyphCount > 0)? glyphCount : 95; // Fill fontChars in case not provided externally - // NOTE: By default we fill glyphCount consecutevely, starting at 32 (Space) + // NOTE: By default we fill glyphCount consecutively, starting at 32 (Space) if (fontChars == NULL) { diff --git a/src/rtextures.c b/src/rtextures.c index 287db7117..9bce9c716 100644 --- a/src/rtextures.c +++ b/src/rtextures.c @@ -1176,7 +1176,7 @@ void ImageFormat(Image *image, int newFormat) } break; case PIXELFORMAT_UNCOMPRESSED_R32: { - // WARNING: Image is converted to GRAYSCALE eqeuivalent 32bit + // WARNING: Image is converted to GRAYSCALE equivalent 32bit image->data = (float *)RL_MALLOC(image->width*image->height*sizeof(float)); @@ -1214,7 +1214,7 @@ void ImageFormat(Image *image, int newFormat) RL_FREE(pixels); pixels = NULL; - // In case original image had mipmaps, generate mipmaps for formated image + // In case original image had mipmaps, generate mipmaps for formatted image // NOTE: Original mipmaps are replaced by new ones, if custom mipmaps were used, they are lost if (image->mipmaps > 1) { @@ -1331,7 +1331,7 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co } // Crop image depending on alpha value -// NOTE: Threshold is defined as a percentatge: 0.0f -> 1.0f +// NOTE: Threshold is defined as a percentage: 0.0f -> 1.0f void ImageAlphaCrop(Image *image, float threshold) { // Security check to avoid program crash @@ -2531,7 +2531,7 @@ void UnloadImagePalette(Color *colors) } // Get image alpha border rectangle -// NOTE: Threshold is defined as a percentatge: 0.0f -> 1.0f +// NOTE: Threshold is defined as a percentage: 0.0f -> 1.0f Rectangle GetImageAlphaBorder(Image image, float threshold) { Rectangle crop = { 0 }; @@ -3273,7 +3273,7 @@ TextureCubemap LoadTextureCubemap(Image image, int layout) faces = GenImageColor(size, size*6, MAGENTA); ImageFormat(&faces, image.format); - // NOTE: Image formating does not work with compressed textures + // NOTE: Image formatting does not work with compressed textures for (int i = 0; i < 6; i++) ImageDraw(&faces, image, faceRecs[i], (Rectangle){ 0, (float)size*i, (float)size, (float)size }, WHITE); } @@ -3606,7 +3606,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 // NOTE: Vertex position can be transformed using matrices // but the process is way more costly than just calculating // the vertex positions manually, like done above. - // I leave here the old implementation for educational pourposes, + // I leave here the old implementation for educational purposes, // just in case someone wants to do some performance test /* rlSetTexture(texture.id); diff --git a/src/utils.c b/src/utils.c index 030e59734..6843bd946 100644 --- a/src/utils.c +++ b/src/utils.c @@ -63,10 +63,10 @@ static int logTypeLevel = LOG_INFO; // Minimum log type level static TraceLogCallback traceLog = NULL; // TraceLog callback function pointer -static LoadFileDataCallback loadFileData = NULL; // LoadFileData callback funtion pointer -static SaveFileDataCallback saveFileData = NULL; // SaveFileText callback funtion pointer -static LoadFileTextCallback loadFileText = NULL; // LoadFileText callback funtion pointer -static SaveFileTextCallback saveFileText = NULL; // SaveFileText callback funtion pointer +static LoadFileDataCallback loadFileData = NULL; // LoadFileData callback function pointer +static SaveFileDataCallback saveFileData = NULL; // SaveFileText callback function pointer +static LoadFileTextCallback loadFileText = NULL; // LoadFileText callback function pointer +static SaveFileTextCallback saveFileText = NULL; // SaveFileText callback function pointer //---------------------------------------------------------------------------------- // Functions to set internal callbacks