Explicit define of functions prototypes

No-parameters functions use the prototype style FunctionName(void);
This commit is contained in:
raysan5 2014-09-03 17:06:10 +02:00
parent d2b98fbb5c
commit c56ef738ed
8 changed files with 90 additions and 90 deletions

View File

@ -90,15 +90,15 @@ static Wave LoadOGG(char *fileName);
static void UnloadWave(Wave wave); static void UnloadWave(Wave wave);
static bool BufferMusicStream(ALuint buffer); // Fill music buffers with data static bool BufferMusicStream(ALuint buffer); // Fill music buffers with data
static void EmptyMusicStream(); // Empty music buffers static void EmptyMusicStream(void); // Empty music buffers
extern void UpdateMusicStream(); // Updates buffers (refill) for music streaming extern void UpdateMusicStream(void); // Updates buffers (refill) for music streaming
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition - Audio Device initialization and Closing // Module Functions Definition - Audio Device initialization and Closing
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Initialize audio device and context // Initialize audio device and context
void InitAudioDevice() void InitAudioDevice(void)
{ {
// Open and initialize a device with default settings // Open and initialize a device with default settings
ALCdevice *device = alcOpenDevice(NULL); ALCdevice *device = alcOpenDevice(NULL);
@ -125,7 +125,7 @@ void InitAudioDevice()
} }
// Close the audio device for the current context, and destroys the context // Close the audio device for the current context, and destroys the context
void CloseAudioDevice() void CloseAudioDevice(void)
{ {
StopMusicStream(); // Stop music streaming and close current stream StopMusicStream(); // Stop music streaming and close current stream
@ -486,7 +486,7 @@ void PlayMusicStream(char *fileName)
} }
// Stop music playing (close stream) // Stop music playing (close stream)
void StopMusicStream() void StopMusicStream(void)
{ {
if (musicEnabled) if (musicEnabled)
{ {
@ -504,14 +504,14 @@ void StopMusicStream()
} }
// Pause music playing // Pause music playing
void PauseMusicStream() void PauseMusicStream(void)
{ {
// TODO: Record music is paused or check if music available! // TODO: Record music is paused or check if music available!
alSourcePause(currentMusic.source); alSourcePause(currentMusic.source);
} }
// Check if music is playing // Check if music is playing
bool MusicIsPlaying() bool MusicIsPlaying(void)
{ {
ALenum state; ALenum state;
@ -527,7 +527,7 @@ void SetMusicVolume(float volume)
} }
// Get current music time length (in seconds) // Get current music time length (in seconds)
float GetMusicTimeLength() float GetMusicTimeLength(void)
{ {
float totalSeconds = stb_vorbis_stream_length_in_seconds(currentMusic.stream); float totalSeconds = stb_vorbis_stream_length_in_seconds(currentMusic.stream);
@ -535,7 +535,7 @@ float GetMusicTimeLength()
} }
// Get current music time played (in seconds) // Get current music time played (in seconds)
float GetMusicTimePlayed() float GetMusicTimePlayed(void)
{ {
int totalSamples = stb_vorbis_stream_length_in_samples(currentMusic.stream) * currentMusic.channels; int totalSamples = stb_vorbis_stream_length_in_samples(currentMusic.stream) * currentMusic.channels;
@ -589,7 +589,7 @@ static bool BufferMusicStream(ALuint buffer)
} }
// Empty music buffers // Empty music buffers
static void EmptyMusicStream() static void EmptyMusicStream(void)
{ {
ALuint buffer = 0; ALuint buffer = 0;
int queued = 0; int queued = 0;
@ -605,7 +605,7 @@ static void EmptyMusicStream()
} }
// Update (re-fill) music buffers if data already processed // Update (re-fill) music buffers if data already processed
extern void UpdateMusicStream() extern void UpdateMusicStream(void)
{ {
ALuint buffer = 0; ALuint buffer = 0;
ALint processed = 0; ALint processed = 0;

View File

@ -91,10 +91,10 @@ static bool showLogo = false;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core) // Other Modules Functions Declaration (required by core)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
extern void LoadDefaultFont(); // [Module: text] Loads default font on InitWindow() extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
extern void UnloadDefaultFont(); // [Module: text] Unloads default font from GPU memory extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
extern void UpdateMusicStream(); // [Module: audio] Updates buffers for music streaming extern void UpdateMusicStream(void); // [Module: audio] Updates buffers for music streaming
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module specific Functions Declaration // Module specific Functions Declaration
@ -104,8 +104,8 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
static void CursorEnterCallback(GLFWwindow* window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area static void CursorEnterCallback(GLFWwindow* window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
static void WindowSizeCallback(GLFWwindow* window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized static void WindowSizeCallback(GLFWwindow* window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
static void TakeScreenshot(); // Takes a screenshot and saves it in the same folder as executable static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable
static void LogoAnimation(); // Plays raylib logo appearing animation static void LogoAnimation(void); // Plays raylib logo appearing animation
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions // Module Functions Definition - Window and OpenGL Context Functions
@ -190,7 +190,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
} }
// Close Window and Terminate Context // Close Window and Terminate Context
void CloseWindow() void CloseWindow(void)
{ {
UnloadDefaultFont(); UnloadDefaultFont();
@ -223,13 +223,13 @@ void SetExitKey(int key)
} }
// Detect if KEY_ESCAPE pressed or Close icon pressed // Detect if KEY_ESCAPE pressed or Close icon pressed
bool WindowShouldClose() bool WindowShouldClose(void)
{ {
return (glfwWindowShouldClose(window)); return (glfwWindowShouldClose(window));
} }
// Fullscreen toggle (by default F11) // Fullscreen toggle (by default F11)
void ToggleFullscreen() void ToggleFullscreen(void)
{ {
if (glfwGetKey(window, GLFW_KEY_F11)) if (glfwGetKey(window, GLFW_KEY_F11))
{ {
@ -283,7 +283,7 @@ void ClearBackground(Color color)
} }
// Setup drawing canvas to start drawing // Setup drawing canvas to start drawing
void BeginDrawing() void BeginDrawing(void)
{ {
currentTime = glfwGetTime(); // glfwGetTime() returns a 'double' containing the number of elapsed seconds since glfwInit() was called currentTime = glfwGetTime(); // glfwGetTime() returns a 'double' containing the number of elapsed seconds since glfwInit() was called
updateTime = currentTime - previousTime; updateTime = currentTime - previousTime;
@ -300,7 +300,7 @@ void BeginDrawing()
} }
// End canvas drawing and Swap Buffers (Double Buffering) // End canvas drawing and Swap Buffers (Double Buffering)
void EndDrawing() void EndDrawing(void)
{ {
if (customCursor && cursorOnScreen) DrawTexture(cursor, GetMouseX(), GetMouseY(), WHITE); if (customCursor && cursorOnScreen) DrawTexture(cursor, GetMouseX(), GetMouseY(), WHITE);
@ -363,7 +363,7 @@ void Begin3dMode(Camera camera)
} }
// Ends 3D mode and returns to default 2D orthographic mode // Ends 3D mode and returns to default 2D orthographic mode
void End3dMode() void End3dMode(void)
{ {
//------------------------------------------------------ //------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
@ -389,13 +389,13 @@ void SetTargetFPS(int fps)
} }
// Returns current FPS // Returns current FPS
float GetFPS() float GetFPS(void)
{ {
return (1/(float)frameTime); return (1/(float)frameTime);
} }
// Returns time in seconds for one frame // Returns time in seconds for one frame
float GetFrameTime() float GetFrameTime(void)
{ {
// As we are operating quite a lot with frameTime, it could be no stable // As we are operating quite a lot with frameTime, it could be no stable
// so we round it before before passing around to be used // so we round it before before passing around to be used
@ -447,7 +447,7 @@ Color Fade(Color color, float alpha)
} }
// Activates raylib logo at startup // Activates raylib logo at startup
void ShowLogo() void ShowLogo(void)
{ {
showLogo = true; showLogo = true;
} }
@ -553,7 +553,7 @@ bool IsMouseButtonUp(int button)
} }
// Returns mouse position X // Returns mouse position X
int GetMouseX() int GetMouseX(void)
{ {
double mouseX; double mouseX;
double mouseY; double mouseY;
@ -564,7 +564,7 @@ int GetMouseX()
} }
// Returns mouse position Y // Returns mouse position Y
int GetMouseY() int GetMouseY(void)
{ {
double mouseX; double mouseX;
double mouseY; double mouseY;
@ -575,7 +575,7 @@ int GetMouseY()
} }
// Returns mouse position XY // Returns mouse position XY
Vector2 GetMousePosition() Vector2 GetMousePosition(void)
{ {
double mouseX; double mouseX;
double mouseY; double mouseY;
@ -588,7 +588,7 @@ Vector2 GetMousePosition()
} }
// Returns mouse wheel movement Y // Returns mouse wheel movement Y
int GetMouseWheelMove() int GetMouseWheelMove(void)
{ {
previousMouseWheelY = currentMouseWheelY; previousMouseWheelY = currentMouseWheelY;
@ -749,7 +749,7 @@ static void WindowSizeCallback(GLFWwindow* window, int width, int height)
} }
// Takes a bitmap (BMP) screenshot and saves it in the same folder as executable // Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
static void TakeScreenshot() static void TakeScreenshot(void)
{ {
static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution

View File

@ -259,22 +259,22 @@ extern "C" { // Prevents name mangling of functions
void InitWindow(int width, int height, const char *title); // Initialize Window and Graphics Context (OpenGL) void InitWindow(int width, int height, const char *title); // Initialize Window and Graphics Context (OpenGL)
void InitWindowEx(int width, int height, const char* title, // Initialize Window and Graphics Context (OpenGL),... void InitWindowEx(int width, int height, const char* title, // Initialize Window and Graphics Context (OpenGL),...
bool resizable, const char *cursorImage); // ...define if windows-resizable and custom cursor bool resizable, const char *cursorImage); // ...define if windows-resizable and custom cursor
void CloseWindow(); // Close Window and Terminate Context void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(); // Detect if KEY_ESCAPE pressed or Close icon pressed bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
void ToggleFullscreen(); // Fullscreen toggle (by default F11) void ToggleFullscreen(void); // Fullscreen toggle (by default F11)
void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
void SetExitKey(int key); // Set a custom key to exit program (default is ESC) void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
void ClearBackground(Color color); // Sets Background Color void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(); // Setup drawing canvas to start drawing void BeginDrawing(void); // Setup drawing canvas to start drawing
void EndDrawing(); // End canvas drawing and Swap Buffers (Double Buffering) void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(); // Ends 3D mode and returns to default 2D orthographic mode void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void SetTargetFPS(int fps); // Set target FPS (maximum) void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(); // Returns current FPS float GetFPS(void); // Returns current FPS
float GetFrameTime(); // Returns time in seconds for one frame float GetFrameTime(void); // Returns time in seconds for one frame
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
int GetHexValue(Color color); // Returns hexadecimal value for a Color int GetHexValue(Color color); // Returns hexadecimal value for a Color
@ -282,7 +282,7 @@ int GetHexValue(Color color); // Returns hexadecim
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0 Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0
void ShowLogo(); // Activates raylib logo at startup void ShowLogo(void); // Activates raylib logo at startup
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Input Handling Functions (Module: core) // Input Handling Functions (Module: core)
@ -296,10 +296,10 @@ bool IsMouseButtonPressed(int button); // Detect if a mouse but
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
int GetMouseX(); // Returns mouse position X int GetMouseX(void); // Returns mouse position X
int GetMouseY(); // Returns mouse position Y int GetMouseY(void); // Returns mouse position Y
Vector2 GetMousePosition(); // Returns mouse position XY Vector2 GetMousePosition(void); // Returns mouse position XY
int GetMouseWheelMove(); // Returns mouse wheel movement Y int GetMouseWheelMove(void); // Returns mouse wheel movement Y
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
@ -359,7 +359,7 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text) // Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
SpriteFont GetDefaultFont(); // Get the default SpriteFont SpriteFont GetDefaultFont(void); // Get the default SpriteFont
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
@ -411,8 +411,8 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio) // Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
void InitAudioDevice(); // Initialize audio device and context void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(); // Close the audio device and context (and music stream) void CloseAudioDevice(void); // Close the audio device and context (and music stream)
Sound LoadSound(char *fileName); // Load sound to memory Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource) Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
@ -425,12 +425,12 @@ void SetSoundVolume(Sound sound, float volume); // Set volume fo
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void PlayMusicStream(char *fileName); // Start music playing (open stream) void PlayMusicStream(char *fileName); // Start music playing (open stream)
void StopMusicStream(); // Stop music playing (close stream) void StopMusicStream(void); // Stop music playing (close stream)
void PauseMusicStream(); // Pause music playing void PauseMusicStream(void); // Pause music playing
bool MusicIsPlaying(); // Check if music is playing bool MusicIsPlaying(void); // Check if music is playing
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level) void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
float GetMusicTimeLength(); // Get current music time length (in seconds) float GetMusicTimeLength(void); // Get current music time length (in seconds)
float GetMusicTimePlayed(); // Get current music time played (in seconds) float GetMusicTimePlayed(void); // Get current music time played (in seconds)
#ifdef __cplusplus #ifdef __cplusplus
} }

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@ -214,7 +214,7 @@ void VectorTransform(Vector3 *v, Matrix mat)
}; };
// Return a Vector3 init to zero // Return a Vector3 init to zero
Vector3 VectorZero() Vector3 VectorZero(void)
{ {
Vector3 zero = { 0.0, 0.0, 0.0 }; Vector3 zero = { 0.0, 0.0, 0.0 };

View File

@ -92,7 +92,7 @@ float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance be
Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors
Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 with a given Matrix void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 with a given Matrix
Vector3 VectorZero(); // Return a Vector3 init to zero Vector3 VectorZero(void); // Return a Vector3 init to zero
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Functions Declaration to work with Matrix // Functions Declaration to work with Matrix

View File

@ -179,10 +179,10 @@ static GLuint whiteTexture;
// Module specific Functions Declaration // Module specific Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
static GLuint LoadDefaultShaders(); static GLuint LoadDefaultShaders(void);
static void InitializeBuffers(); static void InitializeBuffers(void);
static void InitializeVAOs(); static void InitializeVAOs(void);
static void UpdateBuffers(); static void UpdateBuffers(void);
// Shader files loading (external) - Not used but useful... // Shader files loading (external) - Not used but useful...
static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName); static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
@ -223,9 +223,9 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
glOrtho(left, right, bottom, top, near, far); glOrtho(left, right, bottom, top, near, far);
} }
void rlPushMatrix() { glPushMatrix(); } void rlPushMatrix(void) { glPushMatrix(); }
void rlPopMatrix() { glPopMatrix(); } void rlPopMatrix(void) { glPopMatrix(); }
void rlLoadIdentity() { glLoadIdentity(); } void rlLoadIdentity(void) { glLoadIdentity(); }
void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); } void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
void rlScalef(float x, float y, float z) { glScalef(x, y, z); } void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
@ -244,7 +244,7 @@ void rlMatrixMode(int mode)
} }
// Push the current matrix to stack // Push the current matrix to stack
void rlPushMatrix() void rlPushMatrix(void)
{ {
if (stackCounter == MATRIX_STACK_SIZE - 1) if (stackCounter == MATRIX_STACK_SIZE - 1)
{ {
@ -259,7 +259,7 @@ void rlPushMatrix()
} }
// Pop lattest inserted matrix from stack // Pop lattest inserted matrix from stack
void rlPopMatrix() void rlPopMatrix(void)
{ {
if (stackCounter > 0) if (stackCounter > 0)
{ {
@ -270,7 +270,7 @@ void rlPopMatrix()
} }
// Reset current matrix to identity matrix // Reset current matrix to identity matrix
void rlLoadIdentity() void rlLoadIdentity(void)
{ {
*currentMatrix = MatrixIdentity(); *currentMatrix = MatrixIdentity();
} }
@ -358,7 +358,7 @@ void rlBegin(int mode)
} }
} }
void rlEnd() { glEnd(); } void rlEnd(void) { glEnd(); }
void rlVertex2i(int x, int y) { glVertex2i(x, y); } void rlVertex2i(int x, int y) { glVertex2i(x, y); }
void rlVertex2f(float x, float y) { glVertex2f(x, y); } void rlVertex2f(float x, float y) { glVertex2f(x, y); }
void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
@ -378,7 +378,7 @@ void rlBegin(int mode)
} }
// Finish vertex providing // Finish vertex providing
void rlEnd() void rlEnd(void)
{ {
if (useTempBuffer) if (useTempBuffer)
{ {
@ -633,7 +633,7 @@ void rlEnableTexture(unsigned int id)
} }
// Disable texture usage // Disable texture usage
void rlDisableTexture() void rlDisableTexture(void)
{ {
#ifdef USE_OPENGL_11 #ifdef USE_OPENGL_11
glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D);
@ -668,7 +668,7 @@ void rlClearColor(byte r, byte g, byte b, byte a)
} }
// Clear used screen buffers (color and depth) // Clear used screen buffers (color and depth)
void rlClearScreenBuffers() void rlClearScreenBuffers(void)
{ {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
@ -681,7 +681,7 @@ void rlClearScreenBuffers()
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
// Init OpenGL 3.3+ required data // Init OpenGL 3.3+ required data
void rlglInit() void rlglInit(void)
{ {
// Initialize GLEW // Initialize GLEW
glewExperimental = 1; // Needed for core profile glewExperimental = 1; // Needed for core profile
@ -765,7 +765,7 @@ void rlglInit()
} }
// Vertex Buffer Object deinitialization (memory free) // Vertex Buffer Object deinitialization (memory free)
void rlglClose() void rlglClose(void)
{ {
// Unbind everything // Unbind everything
glBindVertexArray(0); glBindVertexArray(0);
@ -815,7 +815,7 @@ void rlglClose()
free(draws); free(draws);
} }
void rlglDraw() void rlglDraw(void)
{ {
UpdateBuffers(); UpdateBuffers();
@ -1254,12 +1254,12 @@ unsigned char *rlglReadScreenPixels(int width, int height)
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
void PrintProjectionMatrix() void PrintProjectionMatrix(void)
{ {
PrintMatrix(projection); PrintMatrix(projection);
} }
void PrintModelviewMatrix() void PrintModelviewMatrix(void)
{ {
PrintMatrix(modelview); PrintMatrix(modelview);
} }
@ -1273,7 +1273,7 @@ void PrintModelviewMatrix()
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
// Load Shaders (Vertex and Fragment) // Load Shaders (Vertex and Fragment)
static GLuint LoadDefaultShaders() static GLuint LoadDefaultShaders(void)
{ {
// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2 // NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
@ -1411,7 +1411,7 @@ static char *TextFileRead(char *fn)
} }
// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) // Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
static void InitializeBuffers() static void InitializeBuffers(void)
{ {
// Initialize lines arrays (vertex position and color data) // Initialize lines arrays (vertex position and color data)
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
@ -1464,7 +1464,7 @@ static void InitializeBuffers()
} }
// Initialize Vertex Array Objects (Contain VBO) // Initialize Vertex Array Objects (Contain VBO)
static void InitializeVAOs() static void InitializeVAOs(void)
{ {
// Initialize Lines VAO // Initialize Lines VAO
glGenVertexArrays(1, &vaoLines); glGenVertexArrays(1, &vaoLines);
@ -1543,7 +1543,7 @@ static void InitializeVAOs()
} }
// Update VBOs with vertex array data // Update VBOs with vertex array data
static void UpdateBuffers() static void UpdateBuffers(void)
{ {
// Activate Lines VAO // Activate Lines VAO
glBindVertexArray(vaoLines); glBindVertexArray(vaoLines);

View File

@ -84,9 +84,9 @@ extern "C" { // Prevents name mangling of functions
// Functions Declaration - Matrix operations // Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
void rlMatrixMode(int mode); // Choose the current matrix to be transformed void rlMatrixMode(int mode); // Choose the current matrix to be transformed
void rlPushMatrix(); // Push the current matrix to stack void rlPushMatrix(void); // Push the current matrix to stack
void rlPopMatrix(); // Pop lattest inserted matrix from stack void rlPopMatrix(void); // Pop lattest inserted matrix from stack
void rlLoadIdentity(); // Reset current matrix to identity matrix void rlLoadIdentity(void); // Reset current matrix to identity matrix
void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
@ -98,7 +98,7 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
// Functions Declaration - Vertex level operations // Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
void rlEnd(); // Finish vertex providing void rlEnd(void); // Finish vertex providing
void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
@ -113,19 +113,19 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer // NOTE: This functions are used to completely abstract raylib code from OpenGL layer
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(); // Disable texture usage void rlDisableTexture(void); // Disable texture usage
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data from GPU memory void rlDeleteVertexArrays(unsigned int id); // Unload vertex data from GPU memory
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(); // Clear used screen buffers (color and depth) void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality // Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
void rlglInit(); // Initialize rlgl (shaders, VAO, VBO...) void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglClose(); // De-init rlgl void rlglClose(void); // De-init rlgl
void rlglDraw(); // Draw VAOs void rlglDraw(void); // Draw VAOs
unsigned int rlglLoadModel(VertexData mesh); unsigned int rlglLoadModel(VertexData mesh);
unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format); unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format);
#endif #endif
@ -137,8 +137,8 @@ unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool ge
byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) byte *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
void PrintProjectionMatrix(); // DEBUG: Print projection matrix void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
void PrintModelviewMatrix(); // DEBUG: Print modelview matrix void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
#endif #endif
#ifdef __cplusplus #ifdef __cplusplus

View File

@ -82,7 +82,7 @@ static SpriteFont LoadRBMF(const char *fileName); // Load a rBMF font file (ra
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition // Module Functions Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
extern void LoadDefaultFont() extern void LoadDefaultFont(void)
{ {
defaultFont.numChars = 96; // We know our default font has 94 chars defaultFont.numChars = 96; // We know our default font has 94 chars
@ -181,14 +181,14 @@ extern void LoadDefaultFont()
TraceLog(INFO, "Default font loaded successfully"); TraceLog(INFO, "Default font loaded successfully");
} }
extern void UnloadDefaultFont() extern void UnloadDefaultFont(void)
{ {
rlDeleteTextures(defaultFont.texture.id); rlDeleteTextures(defaultFont.texture.id);
free(defaultFont.charSet); free(defaultFont.charSet);
} }
// Get the default font, useful to be used with extended parameters // Get the default font, useful to be used with extended parameters
SpriteFont GetDefaultFont() SpriteFont GetDefaultFont(void)
{ {
return defaultFont; return defaultFont;
} }