Reviewed comments, remove article usage

This commit is contained in:
Ray 2026-06-03 21:02:59 +02:00
commit 2c690425c9
8 changed files with 59 additions and 59 deletions

View file

@ -1293,7 +1293,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
return shader;
}
// Check if a shader is valid (loaded on GPU)
// Check if shader is valid (loaded on GPU)
bool IsShaderValid(Shader shader)
{
return ((shader.id > 0) && // Validate shader id (GPU loaded successfully)
@ -2396,7 +2396,7 @@ bool IsFileExtension(const char *fileName, const char *ext)
return result;
}
// Check if a directory path exists
// Check if directory path exists
bool DirectoryExists(const char *dirPath)
{
bool result = false;
@ -2811,7 +2811,7 @@ bool ChangeDirectory(const char *dirPath)
return (result == 0);
}
// Check if a given path point to a file
// Check if given path point to a file
bool IsPathFile(const char *path)
{
struct stat result = { 0 };
@ -2876,7 +2876,7 @@ bool IsFileNameValid(const char *fileName)
return valid;
}
// Check if a file has been dropped into window
// Check if file has been dropped into window
bool IsFileDropped(void)
{
bool result = false;
@ -3787,7 +3787,7 @@ void PlayAutomationEvent(AutomationEvent event)
// Module Functions Definition: Input Handling: Keyboard
//----------------------------------------------------------------------------------
// Check if a key has been pressed once
// Check if key has been pressed once
bool IsKeyPressed(int key)
{
bool pressed = false;
@ -3800,7 +3800,7 @@ bool IsKeyPressed(int key)
return pressed;
}
// Check if a key has been pressed again
// Check if key has been pressed again
bool IsKeyPressedRepeat(int key)
{
bool repeat = false;
@ -3813,7 +3813,7 @@ bool IsKeyPressedRepeat(int key)
return repeat;
}
// Check if a key is being pressed (key held down)
// Check if key is being pressed (key held down)
bool IsKeyDown(int key)
{
bool down = false;
@ -3826,7 +3826,7 @@ bool IsKeyDown(int key)
return down;
}
// Check if a key has been released once
// Check if key has been released once
bool IsKeyReleased(int key)
{
bool released = false;
@ -3839,7 +3839,7 @@ bool IsKeyReleased(int key)
return released;
}
// Check if a key is NOT being pressed (key not held down)
// Check if key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
bool up = false;
@ -3910,7 +3910,7 @@ void SetExitKey(int key)
// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
//int SetGamepadMappings(const char *mappings)
// Check if a gamepad is available
// Check if gamepad is available
bool IsGamepadAvailable(int gamepad)
{
bool result = false;
@ -3926,7 +3926,7 @@ const char *GetGamepadName(int gamepad)
return CORE.Input.Gamepad.name[gamepad];
}
// Check if a gamepad button has been pressed once
// Check if gamepad button has been pressed once
bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
@ -3939,7 +3939,7 @@ bool IsGamepadButtonPressed(int gamepad, int button)
return pressed;
}
// Check if a gamepad button is being pressed
// Check if gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
bool down = false;
@ -3952,7 +3952,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
return down;
}
// Check if a gamepad button has NOT been pressed once
// Check if gamepad button has NOT been pressed once
bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
@ -3965,7 +3965,7 @@ bool IsGamepadButtonReleased(int gamepad, int button)
return released;
}
// Check if a gamepad button is NOT being pressed
// Check if gamepad button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
bool up = false;
@ -4014,7 +4014,7 @@ float GetGamepadAxisMovement(int gamepad, int axis)
//void SetMousePosition(int x, int y)
//void SetMouseCursor(int cursor)
// Check if a mouse button has been pressed once
// Check if mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
bool pressed = false;
@ -4030,7 +4030,7 @@ bool IsMouseButtonPressed(int button)
return pressed;
}
// Check if a mouse button is being pressed
// Check if mouse button is being pressed
bool IsMouseButtonDown(int button)
{
bool down = false;
@ -4046,7 +4046,7 @@ bool IsMouseButtonDown(int button)
return down;
}
// Check if a mouse button has been released once
// Check if mouse button has been released once
bool IsMouseButtonReleased(int button)
{
bool released = false;
@ -4062,7 +4062,7 @@ bool IsMouseButtonReleased(int button)
return released;
}
// Check if a mouse button is NOT being pressed
// Check if mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
bool up = false;