~ashn/raylib

03ecf2202e61532bebaffc3b49941261bf967614 — RadsammyT 1 year, 1 month ago bef818e
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
1 files changed, 15 insertions(+), 15 deletions(-)

M src/rcore.c
M src/rcore.c => src/rcore.c +15 -15
@@ 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)