From 34181726171adeab30d23469d7fe40ae2d761aee Mon Sep 17 00:00:00 2001 From: M374LX Date: Thu, 29 May 2025 23:01:43 -0300 Subject: [PATCH] Update comments --- src/platforms/rcore_desktop_glfw.c | 6 +++--- src/platforms/rcore_desktop_sdl.c | 2 +- src/platforms/rcore_drm.c | 6 +++--- src/raylib.h | 6 +++--- src/rcore.c | 6 +++--- 5 files changed, 13 insertions(+), 13 deletions(-) diff --git a/src/platforms/rcore_desktop_glfw.c b/src/platforms/rcore_desktop_glfw.c index 675d09f22..83c13d34e 100644 --- a/src/platforms/rcore_desktop_glfw.c +++ b/src/platforms/rcore_desktop_glfw.c @@ -1,6 +1,6 @@ /********************************************************************************************** * -* rcore_desktop - Functions to manage window, graphics device and inputs +* rcore_desktop_glfw - Functions to manage window, graphics device and inputs * * PLATFORM: DESKTOP: GLFW * - Windows (Win32, Win64) @@ -1238,7 +1238,7 @@ void PollInputEvents(void) } } - // Get current axis state + // Get current state of axes const float *axes = state.axes; for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1); k++) @@ -1246,7 +1246,7 @@ void PollInputEvents(void) CORE.Input.Gamepad.axisState[i][k] = axes[k]; } - // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) + // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather as axes) if (CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f) { CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = 1; diff --git a/src/platforms/rcore_desktop_sdl.c b/src/platforms/rcore_desktop_sdl.c index 1621dd2a5..aacb2f800 100644 --- a/src/platforms/rcore_desktop_sdl.c +++ b/src/platforms/rcore_desktop_sdl.c @@ -1825,7 +1825,7 @@ void PollInputEvents(void) { if (platform.gamepadId[i] == event.jaxis.which) { - // SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range + // SDL axis value range is -32768 to 32767, we normalize it to raylib's -1.0 to 1.0f range float value = event.jaxis.value/(float)32767; CORE.Input.Gamepad.axisState[i][axis] = value; diff --git a/src/platforms/rcore_drm.c b/src/platforms/rcore_drm.c index ac56e0f9e..3ec3135e1 100644 --- a/src/platforms/rcore_drm.c +++ b/src/platforms/rcore_drm.c @@ -124,7 +124,7 @@ typedef struct { // Gamepad data int gamepadStreamFd[MAX_GAMEPADS]; // Gamepad device file descriptor - int gamepadAbsAxisRange[MAX_GAMEPADS][MAX_GAMEPAD_AXES][2]; // [0] = min, [1] = range value of the axis + int gamepadAbsAxisRange[MAX_GAMEPADS][MAX_GAMEPAD_AXES][2]; // [0] = min, [1] = range value of the axes int gamepadAbsAxisMap[MAX_GAMEPADS][ABS_CNT]; // Maps the axes gamepads from the evdev api to a sequential one int gamepadCount; // The number of gamepads registered } PlatformData; @@ -1460,7 +1460,7 @@ static void ConfigureEvdevDevice(char *device) // matter if we support them else if (hasAbsXY && TEST_BIT(keyBits, BTN_MOUSE)) isMouse = true; - // If any of the common joystick axis is present, we assume it's a gamepad + // If any of the common joystick axes are present, we assume it's a gamepad else { for (int axis = (hasAbsXY? ABS_Z : ABS_X); axis < ABS_PRESSURE; axis++) @@ -1546,7 +1546,7 @@ static void ConfigureEvdevDevice(char *device) if (absAxisCount > 0) { // TODO / NOTE - // So gamepad axis (as in the actual linux joydev.c) are just simply enumerated + // So gamepad axes (as in the actual linux joydev.c) are just simply enumerated // and (at least for some input drivers like xpat) it's convention to use // ABS_X, ABX_Y for one joystick ABS_RX, ABS_RY for the other and the Z axes for the // shoulder buttons diff --git a/src/raylib.h b/src/raylib.h index 563156525..8e5de3aa6 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -743,7 +743,7 @@ typedef enum { GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right } GamepadButton; -// Gamepad axis +// Gamepad axes typedef enum { GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis @@ -1192,8 +1192,8 @@ RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a game RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed -RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad -RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis +RLAPI int GetGamepadAxisCount(int gamepad); // Get axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get movement value for a gamepad axis RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds) diff --git a/src/rcore.c b/src/rcore.c index bfa0cc036..f216a197a 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -235,10 +235,10 @@ __declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod) #define MAX_GAMEPADS 4 // Maximum number of gamepads supported #endif #ifndef MAX_GAMEPAD_NAME_LENGTH - #define MAX_GAMEPAD_NAME_LENGTH 128 // Maximum number of characters of gamepad name (byte size) + #define MAX_GAMEPAD_NAME_LENGTH 128 // Maximum number of characters in a gamepad name (byte size) #endif #ifndef MAX_GAMEPAD_AXES - #define MAX_GAMEPAD_AXES 8 // Maximum number of axis supported (per gamepad) + #define MAX_GAMEPAD_AXES 8 // Maximum number of axes supported (per gamepad) #endif #ifndef MAX_GAMEPAD_BUTTONS #define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad) @@ -354,7 +354,7 @@ typedef struct CoreData { } Touch; struct { int lastButtonPressed; // Register last gamepad button pressed - int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axis + int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axes bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready char name[MAX_GAMEPADS][MAX_GAMEPAD_NAME_LENGTH]; // Gamepad name holder char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state