Fixed some grammar mistakes and typos. (#2914)

* Fixed some grammar mistakes.

* Fixed some typos.
This commit is contained in:
Julio C. Galindo
2023-02-09 07:17:47 -05:00
committed by GitHub
parent 5c6a756014
commit 6ae21d6581
14 changed files with 111 additions and 111 deletions

View File

@@ -865,7 +865,7 @@ void InitWindow(int width, int height, const char *title)
LoadFontDefault();
#if defined(SUPPORT_MODULE_RSHAPES)
Rectangle rec = GetFontDefault().recs[95];
// NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); // WARNING: Module required: rshapes
#endif
#else
@@ -1318,7 +1318,7 @@ 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
}
@@ -1417,13 +1417,13 @@ void SetWindowState(unsigned int flags)
// State change: FLAG_WINDOW_TRANSPARENT
if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
}
// State change: FLAG_WINDOW_HIGHDPI
if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
}
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
@@ -1436,13 +1436,13 @@ void SetWindowState(unsigned int flags)
// State change: FLAG_MSAA_4X_HINT
if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
}
// State change: FLAG_INTERLACED_HINT
if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
{
TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
}
#endif
}
@@ -1525,13 +1525,13 @@ void ClearWindowState(unsigned int flags)
// State change: FLAG_WINDOW_TRANSPARENT
if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only be configured before window initialization");
}
// State change: FLAG_WINDOW_HIGHDPI
if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
TRACELOG(LOG_WARNING, "WINDOW: High DPI can only be configured before window initialization");
}
// State change: FLAG_WINDOW_MOUSE_PASSTHROUGH
@@ -1544,13 +1544,13 @@ void ClearWindowState(unsigned int flags)
// State change: FLAG_MSAA_4X_HINT
if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
{
TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
TRACELOG(LOG_WARNING, "WINDOW: MSAA can only be configured before window initialization");
}
// State change: FLAG_INTERLACED_HINT
if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
{
TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only be configured before window initialization");
}
#endif
}
@@ -2482,10 +2482,10 @@ 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);
@@ -2553,7 +2553,7 @@ 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
}
}
@@ -2618,7 +2618,7 @@ 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);
@@ -2808,7 +2808,7 @@ double GetTime(void)
// Setup window configuration flags (view FLAGS)
// NOTE: This function is expected to be called before window creation,
// because it setups some flags for the window creation process.
// because it sets up some flags for the window creation process.
// To configure window states after creation, just use SetWindowState()
void SetConfigFlags(unsigned int flags)
{
@@ -3929,7 +3929,7 @@ 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);
@@ -4100,8 +4100,8 @@ 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;
}
@@ -4138,7 +4138,7 @@ 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...
@@ -4205,7 +4205,7 @@ static bool InitGraphicsDevice(int width, int height)
// NOTE: V-Sync can be enabled by graphic driver configuration
if (CORE.Window.flags & FLAG_VSYNC_HINT)
{
// WARNING: It seems to hits a critical render path in Intel HD Graphics
// WARNING: It seems to hit a critical render path in Intel HD Graphics
glfwSwapInterval(1);
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
}
@@ -4216,12 +4216,12 @@ static bool InitGraphicsDevice(int width, int height)
#if defined(PLATFORM_DESKTOP)
if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
{
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
// Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
#if !defined(__APPLE__)
glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight);
// Screen scaling matrix is required in case desired screen area is different than display area
// Screen scaling matrix is required in case desired screen area is different from display area
CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
// Mouse input scaling for the new screen size
@@ -4819,7 +4819,7 @@ 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)
@@ -5414,7 +5414,7 @@ static void CharCallback(GLFWwindow *window, unsigned int key)
//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
// NOTE: Registers any key down considering OS keyboard layout but
// do not detects action events, those should be managed by user...
// does not detect action events, those should be managed by user...
// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
@@ -5457,7 +5457,7 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
@@ -5488,7 +5488,7 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
// Gesture data is sent to gestures-system for processing
ProcessGestureEvent(gestureEvent);
#endif
}