diff --git a/src/raylib.h b/src/raylib.h index 3fcf66b38..3b87a1376 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -958,7 +958,7 @@ RLAPI void DisableEventWaiting(void); // Disable wai // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) RLAPI void PollInputEvents(void); // Register all input events -RLAPI void WaitTime(double waitSeconds); // Wait for some time (halt program execution) +RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution) // Cursor-related functions RLAPI void ShowCursor(void); // Shows cursor diff --git a/src/rcore.c b/src/rcore.c index 259b607c7..8c04e352c 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -4824,20 +4824,20 @@ static void InitTimer(void) // take longer than expected... for that reason we use the busy wait loop // Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected // Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32! -void WaitTime(double waitSeconds) +void WaitTime(double seconds) { #if defined(SUPPORT_BUSY_WAIT_LOOP) double previousTime = GetTime(); double currentTime = 0.0; // Busy wait loop - while ((currentTime - previousTime) < waitSeconds) currentTime = GetTime(); + while ((currentTime - previousTime) < seconds) currentTime = GetTime(); #else #if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP) - double destinationTime = GetTime() + waitSeconds; - double sleepSeconds = waitSeconds - waitSeconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting + double destinationTime = GetTime() + seconds; + double sleepSeconds = seconds - seconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting #else - double sleepSeconds = waitSeconds; + double sleepSeconds = seconds; #endif // System halt functions