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
This commit is contained in:
RadsammyT 2023-08-08 14:10:40 -04:00 committed by GitHub
parent bef818e210
commit 03ecf2202e
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 15 additions and 15 deletions

View File

@ -3694,7 +3694,7 @@ unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize)
// Ref: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url)
{
// Security check to (aprtially) avoid malicious code on PLATFORM_WEB
// Security check to (partially) avoid malicious code on PLATFORM_WEB
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
else
{
@ -4277,9 +4277,9 @@ static bool InitGraphicsDevice(int width, int height)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
#if defined(__APPLE__)
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires forward compatibility
#else
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Forward Compatibility Hint: Only 3.3 and above!
#endif
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
}
@ -5890,7 +5890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
} break;
case APP_CMD_TERM_WINDOW:
{
// Dettach OpenGL context and destroy display surface
// Detach OpenGL context and destroy display surface
// 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.
// NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
// NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
@ -6575,7 +6575,7 @@ static void ConfigureEvdevDevice(char *device)
{
ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
// Check for absolute movement support (usualy touchscreens, but also joysticks)
// Check for absolute movement support (usually touchscreens, but also joysticks)
if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
{
hasAbs = true;
@ -6589,7 +6589,7 @@ static void ConfigureEvdevDevice(char *device)
worker->absRange.height = absinfo.maximum - absinfo.minimum;
}
// Check for multiple absolute movement support (usualy multitouch touchscreens)
// Check for multiple absolute movement support (usually multitouch touchscreens)
if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
{
hasAbsMulti = true;
@ -6604,7 +6604,7 @@ static void ConfigureEvdevDevice(char *device)
}
}
// Check for relative movement support (usualy mouse)
// Check for relative movement support (usually mouse)
if (TEST_BIT(evBits, EV_REL))
{
ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
@ -6612,7 +6612,7 @@ static void ConfigureEvdevDevice(char *device)
if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
}
// Check for button support to determine the device type(usualy on all input devices)
// Check for button support to determine the device type(usually on all input devices)
if (TEST_BIT(evBits, EV_KEY))
{
ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
@ -6740,7 +6740,7 @@ static void PollKeyboardEvents(void)
// Keyboard button parsing
if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
{
keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode
keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode
// Make sure we got a valid keycode
if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState)))
@ -6817,8 +6817,8 @@ static void *EventThread(void *arg)
// Basic movement
if (event.code == ABS_X)
{
CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
touchAction = 2; // TOUCH_ACTION_MOVE
gestureUpdate = true;
@ -6826,8 +6826,8 @@ static void *EventThread(void *arg)
if (event.code == ABS_Y)
{
CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
touchAction = 2; // TOUCH_ACTION_MOVE
gestureUpdate = true;
@ -6838,12 +6838,12 @@ static void *EventThread(void *arg)
if (event.code == ABS_MT_POSITION_X)
{
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
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
}
if (event.code == ABS_MT_POSITION_Y)
{
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
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
}
if (event.code == ABS_MT_TRACKING_ID)