From 1fa4be6f66fee17a5105812c39666b8256ad8f6e Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Sat, 22 Jul 2017 13:48:31 -0400 Subject: [PATCH] Minor documentation updates. --- README.txt | 4 +++- docs/INSTALL.txt | 4 ++-- src/physfs_archiver_qpak.c | 2 +- src/physfs_platform_winrt.cpp | 4 ++-- 4 files changed, 8 insertions(+), 6 deletions(-) diff --git a/README.txt b/README.txt index 5f61153..2c24a50 100644 --- a/README.txt +++ b/README.txt @@ -3,5 +3,7 @@ PhysicsFS; a portable, flexible file i/o abstraction. https://icculus.org/physfs/ -Please see the docs directory for documentation, licensing, and information. +Please see the docs directory for documentation. + +Please see LICENSE.txt for licensing information. diff --git a/docs/INSTALL.txt b/docs/INSTALL.txt index 87452fc..3d8908e 100644 --- a/docs/INSTALL.txt +++ b/docs/INSTALL.txt @@ -152,8 +152,8 @@ Many Unix-like platforms might "just work" with CMake. Some of these platforms tested at all. PhysicsFS is, as far as we know, 64-bit and byteorder clean, and is known to compile on several compilers across many platforms. To implement a new platform or archiver, please read the heavily-commented - physfs_internal.h and look at the platform_* and archiver_* source files - for examples. + physfs_internal.h and look at the physfs_platform_* and physfs_archiver_* + source files for examples. --ryan. (icculus@icculus.org) diff --git a/src/physfs_archiver_qpak.c b/src/physfs_archiver_qpak.c index d557ad0..344156f 100644 --- a/src/physfs_archiver_qpak.c +++ b/src/physfs_archiver_qpak.c @@ -3,7 +3,7 @@ * * This archiver handles the archive format utilized by Quake 1 and 2. * Quake3-based games use the PkZip/Info-Zip format (which our - * archiver_zip.c handles). + * physfs_archiver_zip.c handles). * * ======================================================================== * diff --git a/src/physfs_platform_winrt.cpp b/src/physfs_platform_winrt.cpp index 230747a..eab3190 100644 --- a/src/physfs_platform_winrt.cpp +++ b/src/physfs_platform_winrt.cpp @@ -3,7 +3,7 @@ * * Please see the file LICENSE.txt in the source's root directory. * -* This file is based on "platform_windows.c" by Ryan C. Gordon and Gregory S. Read. +* This file is based on "physfs_platform_windows.c" by Ryan C. Gordon and Gregory S. Read. * Windows Runtime-specific additions and changes are made by Martin "T-Bone" Ahrnbom. * * Instructions for setting up PhysFS in a WinRT Universal 8.1 app in Visual Studio 2013: @@ -26,7 +26,7 @@ * 10. On the left, navigate to Configuration Properties -> C/C++ -> Preprocessor. In Preprocessor Definitions, add "_CRT_SECURE_NO_WARNINGS" * 11. Hit the OK button. * 12. Repeat steps 8-11 but for PhysFS-WinRT.WindowsPhone. -* 13. In the Solution Explorer, find "platform_winrt.cpp" in PhysFS-WinRT.Shared. Right click on it and select "Properties". +* 13. In the Solution Explorer, find "physfs_platform_winrt.cpp" in PhysFS-WinRT.Shared. Right click on it and select "Properties". * 14. On the left, navigate to Configuration Properties -> C/C++ -> General. On the right, change "Consume Windows Runtime Extensions" * from "No" to "Yes (/ZW)". Hit "OK". * 15. Near the top of the Visual Studio window, select BUILD -> Batch Build... Hit "Select All", and then "Build".