From 174a597b392572aa6fb16e7d5a9d548a65e2ad79 Mon Sep 17 00:00:00 2001 From: Konstantin8105 Date: Sat, 26 Nov 2022 21:02:24 +0300 Subject: [PATCH] fix by golint --- .github/workflows/build.yml | 6 ------ raylib/raylib.go | 5 +++-- raylib/raymath.go | 2 +- 3 files changed, 4 insertions(+), 9 deletions(-) diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index d691ea9..71c4e77 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -36,12 +36,6 @@ jobs: - name: Run staticcheck run: staticcheck ./... working-directory: raylib - - name: Install golint - run: go install golang.org/x/lint/golint@latest - working-directory: raylib - - name: Run golint - run: golint ./... - working-directory: raylib - name: Run tests run: go test -race -vet=off ./... working-directory: raylib diff --git a/raylib/raylib.go b/raylib/raylib.go index a87909e..7720762 100644 --- a/raylib/raylib.go +++ b/raylib/raylib.go @@ -1,5 +1,5 @@ /* -Package raylib - Go bindings for raylib, a simple and easy-to-use library to learn videogames programming. +Package rl - Go bindings for raylib, a simple and easy-to-use library to learn videogames programming. raylib is highly inspired by Borland BGI graphics lib and by XNA framework. @@ -848,7 +848,7 @@ type MaterialMap struct { Value float32 } -// Model, meshes, materials and animation data +// Model is struct of model, meshes, materials and animation data type Model struct { // Local transform matrix Transform Matrix @@ -1195,6 +1195,7 @@ func newRenderTexture2DFromPointer(ptr unsafe.Pointer) RenderTexture2D { return *(*RenderTexture2D)(ptr) } +// TraceLogLevel parameter of trace log message type TraceLogLevel int // Trace log level diff --git a/raylib/raymath.go b/raylib/raymath.go index 896f73c..c616d16 100644 --- a/raylib/raymath.go +++ b/raylib/raymath.go @@ -60,7 +60,7 @@ func Vector2Negate(v Vector2) Vector2 { return NewVector2(-v.X, -v.Y) } -// Vector2Divide - Divide vector by vector +// Vector2DivideV - Divide vector by vector func Vector2DivideV(v1, v2 Vector2) Vector2 { return NewVector2(v1.X/v2.X, v1.Y/v2.Y) }