Reviewed comments, remove article usage
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parent
ee71f0f870
commit
2c690425c9
8 changed files with 59 additions and 59 deletions
36
src/rcore.c
36
src/rcore.c
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@ -1293,7 +1293,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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return shader;
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}
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// Check if a shader is valid (loaded on GPU)
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// Check if shader is valid (loaded on GPU)
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bool IsShaderValid(Shader shader)
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{
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return ((shader.id > 0) && // Validate shader id (GPU loaded successfully)
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@ -2396,7 +2396,7 @@ bool IsFileExtension(const char *fileName, const char *ext)
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return result;
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}
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// Check if a directory path exists
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// Check if directory path exists
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bool DirectoryExists(const char *dirPath)
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{
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bool result = false;
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@ -2811,7 +2811,7 @@ bool ChangeDirectory(const char *dirPath)
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return (result == 0);
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}
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// Check if a given path point to a file
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// Check if given path point to a file
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bool IsPathFile(const char *path)
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{
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struct stat result = { 0 };
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@ -2876,7 +2876,7 @@ bool IsFileNameValid(const char *fileName)
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return valid;
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}
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// Check if a file has been dropped into window
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// Check if file has been dropped into window
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bool IsFileDropped(void)
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{
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bool result = false;
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@ -3787,7 +3787,7 @@ void PlayAutomationEvent(AutomationEvent event)
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// Module Functions Definition: Input Handling: Keyboard
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//----------------------------------------------------------------------------------
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// Check if a key has been pressed once
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// Check if key has been pressed once
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bool IsKeyPressed(int key)
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{
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bool pressed = false;
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@ -3800,7 +3800,7 @@ bool IsKeyPressed(int key)
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return pressed;
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}
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// Check if a key has been pressed again
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// Check if key has been pressed again
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bool IsKeyPressedRepeat(int key)
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{
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bool repeat = false;
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@ -3813,7 +3813,7 @@ bool IsKeyPressedRepeat(int key)
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return repeat;
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}
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// Check if a key is being pressed (key held down)
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// Check if key is being pressed (key held down)
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bool IsKeyDown(int key)
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{
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bool down = false;
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@ -3826,7 +3826,7 @@ bool IsKeyDown(int key)
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return down;
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}
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// Check if a key has been released once
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// Check if key has been released once
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bool IsKeyReleased(int key)
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{
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bool released = false;
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@ -3839,7 +3839,7 @@ bool IsKeyReleased(int key)
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return released;
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}
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// Check if a key is NOT being pressed (key not held down)
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// Check if key is NOT being pressed (key not held down)
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bool IsKeyUp(int key)
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{
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bool up = false;
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@ -3910,7 +3910,7 @@ void SetExitKey(int key)
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// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
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//int SetGamepadMappings(const char *mappings)
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// Check if a gamepad is available
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// Check if gamepad is available
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bool IsGamepadAvailable(int gamepad)
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{
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bool result = false;
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@ -3926,7 +3926,7 @@ const char *GetGamepadName(int gamepad)
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return CORE.Input.Gamepad.name[gamepad];
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}
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// Check if a gamepad button has been pressed once
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// Check if gamepad button has been pressed once
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bool IsGamepadButtonPressed(int gamepad, int button)
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{
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bool pressed = false;
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@ -3939,7 +3939,7 @@ bool IsGamepadButtonPressed(int gamepad, int button)
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return pressed;
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}
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// Check if a gamepad button is being pressed
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// Check if gamepad button is being pressed
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bool IsGamepadButtonDown(int gamepad, int button)
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{
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bool down = false;
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@ -3952,7 +3952,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
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return down;
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}
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// Check if a gamepad button has NOT been pressed once
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// Check if gamepad button has NOT been pressed once
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bool IsGamepadButtonReleased(int gamepad, int button)
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{
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bool released = false;
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@ -3965,7 +3965,7 @@ bool IsGamepadButtonReleased(int gamepad, int button)
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return released;
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}
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// Check if a gamepad button is NOT being pressed
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// Check if gamepad button is NOT being pressed
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bool IsGamepadButtonUp(int gamepad, int button)
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{
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bool up = false;
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@ -4014,7 +4014,7 @@ float GetGamepadAxisMovement(int gamepad, int axis)
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//void SetMousePosition(int x, int y)
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//void SetMouseCursor(int cursor)
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// Check if a mouse button has been pressed once
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// Check if mouse button has been pressed once
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bool IsMouseButtonPressed(int button)
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{
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bool pressed = false;
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@ -4030,7 +4030,7 @@ bool IsMouseButtonPressed(int button)
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return pressed;
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}
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// Check if a mouse button is being pressed
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// Check if mouse button is being pressed
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bool IsMouseButtonDown(int button)
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{
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bool down = false;
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@ -4046,7 +4046,7 @@ bool IsMouseButtonDown(int button)
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return down;
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}
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// Check if a mouse button has been released once
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// Check if mouse button has been released once
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bool IsMouseButtonReleased(int button)
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{
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bool released = false;
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@ -4062,7 +4062,7 @@ bool IsMouseButtonReleased(int button)
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return released;
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}
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// Check if a mouse button is NOT being pressed
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// Check if mouse button is NOT being pressed
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bool IsMouseButtonUp(int button)
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{
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bool up = false;
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