mirror of https://github.com/raysan5/raylib
Fix typos in rcore.c comments (#3234)
* Fix typos in rcore.c comments thought i corrected "dettach" Fix typos in rcore.c comments * 'fordward' > forward
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03ecf2202e
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src/rcore.c
30
src/rcore.c
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@ -3694,7 +3694,7 @@ unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize)
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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 (aprtially) avoid malicious code on PLATFORM_WEB
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// Security check to (partially) avoid malicious code on PLATFORM_WEB
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if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
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else
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{
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@ -4277,9 +4277,9 @@ static bool InitGraphicsDevice(int width, int height)
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
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// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
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#if defined(__APPLE__)
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility
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#else
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
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#endif
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//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
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}
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@ -5890,7 +5890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
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} break;
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case APP_CMD_TERM_WINDOW:
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{
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// Dettach OpenGL context and destroy display surface
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// Detach OpenGL context and destroy display surface
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// NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming.
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// NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
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// NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
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@ -6575,7 +6575,7 @@ static void ConfigureEvdevDevice(char *device)
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{
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ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
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// Check for absolute movement support (usualy touchscreens, but also joysticks)
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// Check for absolute movement support (usually touchscreens, but also joysticks)
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if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
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{
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hasAbs = true;
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@ -6589,7 +6589,7 @@ static void ConfigureEvdevDevice(char *device)
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worker->absRange.height = absinfo.maximum - absinfo.minimum;
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}
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// Check for multiple absolute movement support (usualy multitouch touchscreens)
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// Check for multiple absolute movement support (usually multitouch touchscreens)
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if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
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{
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hasAbsMulti = true;
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@ -6604,7 +6604,7 @@ static void ConfigureEvdevDevice(char *device)
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}
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}
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// Check for relative movement support (usualy mouse)
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// Check for relative movement support (usually mouse)
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if (TEST_BIT(evBits, EV_REL))
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{
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ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
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@ -6612,7 +6612,7 @@ static void ConfigureEvdevDevice(char *device)
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if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
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}
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// Check for button support to determine the device type(usualy on all input devices)
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// Check for button support to determine the device type(usually on all input devices)
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if (TEST_BIT(evBits, EV_KEY))
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{
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ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
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@ -6740,7 +6740,7 @@ static void PollKeyboardEvents(void)
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// Keyboard button parsing
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if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
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{
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keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode
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keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode
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// Make sure we got a valid keycode
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if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState)))
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@ -6817,8 +6817,8 @@ static void *EventThread(void *arg)
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// Basic movement
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if (event.code == ABS_X)
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{
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CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
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CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
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CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
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CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
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touchAction = 2; // TOUCH_ACTION_MOVE
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gestureUpdate = true;
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@ -6826,8 +6826,8 @@ static void *EventThread(void *arg)
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if (event.code == ABS_Y)
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{
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CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
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CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
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CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
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CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
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touchAction = 2; // TOUCH_ACTION_MOVE
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gestureUpdate = true;
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@ -6838,12 +6838,12 @@ static void *EventThread(void *arg)
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if (event.code == ABS_MT_POSITION_X)
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{
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if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
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if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
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}
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if (event.code == ABS_MT_POSITION_Y)
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{
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if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
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if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
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}
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if (event.code == ABS_MT_TRACKING_ID)
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