Minor comment tweaks
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0a34a35403
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3 changed files with 9 additions and 8 deletions
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@ -1051,7 +1051,8 @@ void ToggleFullscreen(void)
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GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
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int monitorIndex = GetCurrentMonitor();
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// use GetCurrentMonitor so we correctly get the display the window is on
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// Use current monitor, so we correctly get the display the window is on
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GLFWmonitor* monitor = monitorIndex < monitorCount ? monitors[monitorIndex] : NULL;
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if (!monitor)
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@ -724,7 +724,7 @@ Wave LoadWave(const char *fileName)
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return wave;
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}
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// Load wave from memory buffer, fileType refers to extension: i.e. "wav"
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// Load wave from memory buffer, fileType refers to extension: i.e. ".wav"
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Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize)
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{
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Wave wave = { 0 };
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12
src/raylib.h
12
src/raylib.h
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@ -1119,13 +1119,13 @@ RLAPI void EndBlendMode(void); // End blending mode (re
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// Shader management functions
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RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
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RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
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RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
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RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
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RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture
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RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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//------------------------------------------------------------------------------------
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// Basic Shapes Drawing Functions (Module: shapes)
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@ -1191,7 +1191,7 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
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RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
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RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
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RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
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RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. "png"
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RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png"
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RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
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RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
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@ -1308,7 +1308,7 @@ RLAPI Font GetFontDefault(void);
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RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
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RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
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RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
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RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. "ttf"
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RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf"
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RLAPI CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
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RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
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RLAPI void UnloadFontData(CharInfo *chars, int charsCount); // Unload font chars info data (RAM)
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@ -1459,7 +1459,7 @@ RLAPI void SetMasterVolume(float volume); // Set mas
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// Wave/Sound loading/unloading functions
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RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
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RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. "wav"
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RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav"
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RLAPI Sound LoadSound(const char *fileName); // Load sound from file
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
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@ -1487,7 +1487,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
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// Music management functions
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RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
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RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load module music from data
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RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load music stream from data
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RLAPI void UnloadMusicStream(Music music); // Unload music stream
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RLAPI void PlayMusicStream(Music music); // Start music playing
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RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
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