REVIEWED: Some functions input parametes that should be const
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@ -1407,7 +1407,7 @@ Music LoadMusicStream(const char *fileName)
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// Load music stream from memory buffer, fileType refers to extension: i.e. ".wav"
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// WARNING: File extension must be provided in lower-case
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Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int dataSize)
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Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize)
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{
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Music music = { 0 };
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bool musicLoaded = false;
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16
src/raylib.h
16
src/raylib.h
@ -1059,10 +1059,10 @@ RLAPI void ClearDroppedFiles(void); // Clear dropp
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RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
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// Compression/Encoding functionality
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RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm)
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RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm)
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RLAPI char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength); // Encode data to Base64 string
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RLAPI unsigned char *DecodeDataBase64(unsigned char *data, int *outputLength); // Decode Base64 string data
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RLAPI unsigned char *CompressData(const unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm)
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RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm)
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RLAPI char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength); // Encode data to Base64 string
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RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputLength); // Decode Base64 string data
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// Persistent storage management
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RLAPI bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success
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@ -1338,7 +1338,7 @@ RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color co
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RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
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RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
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RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
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RLAPI void DrawTextCodepoints(Font font, int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
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RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
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// Text font info functions
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RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
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@ -1353,7 +1353,7 @@ RLAPI void UnloadCodepoints(int *codepoints); // Unload
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RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
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RLAPI int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
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RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
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RLAPI char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
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RLAPI char *TextCodepointsToUTF8(const int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
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// Text strings management functions (no UTF-8 strings, only byte chars)
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// NOTE: Some strings allocate memory internally for returned strings, just be careful!
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@ -1423,7 +1423,7 @@ RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source,
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// Mesh management functions
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RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
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RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
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RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
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RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
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@ -1511,7 +1511,7 @@ 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 music stream from data
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RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const 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 IsMusicStreamPlaying(Music music); // Check if music is playing
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@ -3181,7 +3181,7 @@ long GetFileModTime(const char *fileName)
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}
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// Compress data (DEFLATE algorythm)
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unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength)
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unsigned char *CompressData(const unsigned char *data, int dataLength, int *compDataLength)
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{
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#define COMPRESSION_QUALITY_DEFLATE 8
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@ -3201,7 +3201,7 @@ unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLe
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}
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// Decompress data (DEFLATE algorythm)
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unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength)
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unsigned char *DecompressData(const unsigned char *compData, int compDataLength, int *dataLength)
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{
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unsigned char *data = NULL;
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@ -3259,7 +3259,7 @@ char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLen
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}
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// Decode Base64 string data
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unsigned char *DecodeDataBase64(unsigned char *data, int *outputLength)
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unsigned char *DecodeDataBase64(const unsigned char *data, int *outputLength)
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{
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static const unsigned char base64decodeTable[] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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39
src/rlgl.h
39
src/rlgl.h
@ -620,23 +620,24 @@ RLAPI void rlSetTexture(unsigned int id); // Set current texture for r
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// Vertex buffers management
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RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
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RLAPI unsigned int rlLoadVertexBuffer(void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
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RLAPI unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic); // Load a new attributes element buffer
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RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, void *data, int dataSize, int offset); // Update GPU buffer with new data
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RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
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RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
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RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
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RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
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RLAPI void rlUnloadVertexArray(unsigned int vaoId);
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RLAPI void rlUnloadVertexBuffer(unsigned int vboId);
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RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer);
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RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
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RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
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RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
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RLAPI void rlDrawVertexArray(int offset, int count);
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RLAPI void rlDrawVertexArrayElements(int offset, int count, void *buffer);
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RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
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RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances);
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RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances);
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RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
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// Textures management
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RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
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RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
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RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
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RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
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RLAPI void rlGetGlTextureFormats(int format, int *glInternalFormat, int *glFormat, int *glType); // Get OpenGL internal formats
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RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
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@ -2682,7 +2683,7 @@ bool rlCheckRenderBatchLimit(int vCount)
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// Textures data management
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//-----------------------------------------------------------------------------------------
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// Convert image data to OpenGL texture (returns OpenGL valid Id)
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unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
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unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
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{
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glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
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@ -2884,7 +2885,7 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
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// Load texture cubemap
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// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other),
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// expected the following convention: +X, -X, +Y, -Y, +Z, -Z
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unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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unsigned int rlLoadTextureCubemap(const void *data, int size, int format)
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{
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unsigned int id = 0;
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@ -3319,7 +3320,7 @@ void rlUnloadFramebuffer(unsigned int id)
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// Vertex data management
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//-----------------------------------------------------------------------------------------
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// Load a new attributes buffer
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unsigned int rlLoadVertexBuffer(void *buffer, int size, bool dynamic)
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unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic)
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{
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unsigned int id = 0;
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@ -3333,7 +3334,7 @@ unsigned int rlLoadVertexBuffer(void *buffer, int size, bool dynamic)
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}
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// Load a new attributes element buffer
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unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic)
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unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic)
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{
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unsigned int id = 0;
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@ -3380,7 +3381,7 @@ void rlDisableVertexBufferElement(void)
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// Update vertex buffer with new data
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// NOTE: dataSize and offset must be provided in bytes
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void rlUpdateVertexBuffer(unsigned int id, void *data, int dataSize, int offset)
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void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindBuffer(GL_ARRAY_BUFFER, id);
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@ -3390,7 +3391,7 @@ void rlUpdateVertexBuffer(unsigned int id, void *data, int dataSize, int offset)
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// Update vertex buffer elements with new data
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// NOTE: dataSize and offset must be provided in bytes
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void rlUpdateVertexBufferElements(unsigned int id, void *data, int dataSize, int offset)
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void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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@ -3443,9 +3444,9 @@ void rlDrawVertexArray(int offset, int count)
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}
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// Draw vertex array elements
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void rlDrawVertexArrayElements(int offset, int count, void *buffer)
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void rlDrawVertexArrayElements(int offset, int count, const void *buffer)
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{
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (unsigned short *)buffer + offset);
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset);
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}
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// Draw vertex array instanced
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@ -3457,10 +3458,10 @@ void rlDrawVertexArrayInstanced(int offset, int count, int instances)
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}
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// Draw vertex array elements instanced
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void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances)
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void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (unsigned short *)buffer + offset, instances);
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glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)buffer + offset, instances);
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#endif
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}
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@ -3501,7 +3502,7 @@ unsigned int rlLoadVertexArray(void)
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}
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// Set vertex attribute
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void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer)
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void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glVertexAttribPointer(index, compSize, type, normalized, stride, pointer);
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@ -1174,7 +1174,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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}
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// Update mesh vertex data in GPU for a specific buffer index
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void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset)
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void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset)
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{
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rlUpdateVertexBuffer(mesh.vboId[index], data, dataSize, offset);
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}
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@ -1092,7 +1092,7 @@ void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSiz
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}
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// Draw multiple character (codepoints)
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void DrawTextCodepoints(Font font, int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint)
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void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint)
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{
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int textOffsetY = 0; // Offset between lines (on line break '\n')
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float textOffsetX = 0.0f; // Offset X to next character to draw
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@ -1605,7 +1605,7 @@ const char *TextToPascal(const char *text)
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// Encode text codepoint into UTF-8 text
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// REQUIRES: memcpy()
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// WARNING: Allocated memory should be manually freed
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char *TextCodepointsToUTF8(int *codepoints, int length)
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char *TextCodepointsToUTF8(const int *codepoints, int length)
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{
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// We allocate enough memory fo fit all possible codepoints
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// NOTE: 5 bytes for every codepoint should be enough
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