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https://github.com/raysan5/raylib.git
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REVIEWED: Remove final punctuation in code comments
This commit is contained in:
41
src/rcore.c
41
src/rcore.c
@@ -296,7 +296,7 @@ typedef struct CoreData {
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char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
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// NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially
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char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame.
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char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame
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int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
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int keyPressedQueueCount; // Input keys queue count
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@@ -806,7 +806,7 @@ bool IsCursorHidden(void)
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return CORE.Input.Mouse.cursorHidden;
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}
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// Check if cursor is on the current screen.
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// Check if cursor is on the current screen
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bool IsCursorOnScreen(void)
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{
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return CORE.Input.Mouse.cursorOnScreen;
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@@ -1213,9 +1213,9 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
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config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
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// Compute camera transformation matrices
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// NOTE: Camera movement might seem more natural if we model the head.
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// NOTE: Camera movement might seem more natural if we model the head
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// Our axis of rotation is the base of our head, so we might want to add
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// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
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// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions
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config.viewOffset[0] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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config.viewOffset[1] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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@@ -1462,9 +1462,10 @@ Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height
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Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
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Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
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// Unproject the mouse cursor in the near plane.
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// We need this as the source position because orthographic projects, compared to perspective doesn't have a
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// convergence point, meaning that the "eye" of the camera is more like a plane than a point.
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// Unproject the mouse cursor in the near plane
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// We need this as the source position because orthographic projects,
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// compared to perspective doesn't have a convergence point,
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// meaning that the "eye" of the camera is more like a plane than a point
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Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
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// Calculate normalized direction vector
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@@ -1495,12 +1496,12 @@ Matrix GetCameraMatrix2D(Camera2D camera)
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// 1. Move it to target
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// 2. Rotate by -rotation and scale by (1/zoom)
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// When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
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// not for the camera getting bigger, hence the invert. Same deal with rotation.
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// not for the camera getting bigger, hence the invert. Same deal with rotation
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// 3. Move it by (-offset);
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// Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
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// we need to do it into opposite direction (inverse transform)
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// Having camera transform in world-space, inverse of it gives the modelview transform.
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// Having camera transform in world-space, inverse of it gives the modelview transform
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// Since (A*B*C)' = C'*B'*A', the modelview is
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// 1. Move to offset
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// 2. Rotate and Scale
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@@ -1691,7 +1692,7 @@ void WaitTime(double seconds)
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req.tv_sec = sec;
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req.tv_nsec = nsec;
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// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
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// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated
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while (nanosleep(&req, &req) == -1) continue;
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#endif
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#if defined(__APPLE__)
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@@ -1826,7 +1827,7 @@ void TakeScreenshot(const char *fileName)
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// Setup window configuration flags (view FLAGS)
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// NOTE: This function is expected to be called before window creation,
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// because it sets up some flags for the window creation process.
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// because it sets up some flags for the window creation process
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// To configure window states after creation, just use SetWindowState()
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void SetConfigFlags(unsigned int flags)
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{
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@@ -3085,10 +3086,10 @@ int GetTouchPointCount(void)
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// Initialize hi-resolution timer
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void InitTimer(void)
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{
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// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
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// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
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// High resolutions can also prevent the CPU power management system from entering power-saving modes.
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// Setting a higher resolution does not improve the accuracy of the high-resolution performance counter.
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// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions
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// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often
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// High resolutions can also prevent the CPU power management system from entering power-saving modes
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// Setting a higher resolution does not improve the accuracy of the high-resolution performance counter
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#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_DESKTOP_SDL)
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timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
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#endif
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@@ -3572,16 +3573,6 @@ static void RecordAutomationEvent(void)
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}
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//-------------------------------------------------------------------------------------
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#endif
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// Window events recording
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//-------------------------------------------------------------------------------------
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// TODO.
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//-------------------------------------------------------------------------------------
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// Custom actions events recording
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//-------------------------------------------------------------------------------------
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// TODO.
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//-------------------------------------------------------------------------------------
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}
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#endif
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