REVIEWED: Remove final punctuation in code comments

This commit is contained in:
Ray
2024-04-20 20:31:06 +02:00
parent c1943f0f7c
commit e85f245ad4
5 changed files with 34 additions and 43 deletions

View File

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