Explicit define of functions prototypes
No-parameters functions use the prototype style FunctionName(void);
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22
src/audio.c
22
src/audio.c
@ -90,15 +90,15 @@ static Wave LoadOGG(char *fileName);
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static void UnloadWave(Wave wave);
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static bool BufferMusicStream(ALuint buffer); // Fill music buffers with data
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static void EmptyMusicStream(); // Empty music buffers
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extern void UpdateMusicStream(); // Updates buffers (refill) for music streaming
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static void EmptyMusicStream(void); // Empty music buffers
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extern void UpdateMusicStream(void); // Updates buffers (refill) for music streaming
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Audio Device initialization and Closing
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//----------------------------------------------------------------------------------
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// Initialize audio device and context
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void InitAudioDevice()
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void InitAudioDevice(void)
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{
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// Open and initialize a device with default settings
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ALCdevice *device = alcOpenDevice(NULL);
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@ -125,7 +125,7 @@ void InitAudioDevice()
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}
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// Close the audio device for the current context, and destroys the context
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void CloseAudioDevice()
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void CloseAudioDevice(void)
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{
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StopMusicStream(); // Stop music streaming and close current stream
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@ -486,7 +486,7 @@ void PlayMusicStream(char *fileName)
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}
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// Stop music playing (close stream)
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void StopMusicStream()
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void StopMusicStream(void)
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{
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if (musicEnabled)
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{
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@ -504,14 +504,14 @@ void StopMusicStream()
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}
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// Pause music playing
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void PauseMusicStream()
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void PauseMusicStream(void)
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{
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// TODO: Record music is paused or check if music available!
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alSourcePause(currentMusic.source);
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}
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// Check if music is playing
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bool MusicIsPlaying()
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bool MusicIsPlaying(void)
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{
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ALenum state;
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@ -527,7 +527,7 @@ void SetMusicVolume(float volume)
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}
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// Get current music time length (in seconds)
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float GetMusicTimeLength()
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float GetMusicTimeLength(void)
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{
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float totalSeconds = stb_vorbis_stream_length_in_seconds(currentMusic.stream);
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@ -535,7 +535,7 @@ float GetMusicTimeLength()
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}
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// Get current music time played (in seconds)
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float GetMusicTimePlayed()
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float GetMusicTimePlayed(void)
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{
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int totalSamples = stb_vorbis_stream_length_in_samples(currentMusic.stream) * currentMusic.channels;
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@ -589,7 +589,7 @@ static bool BufferMusicStream(ALuint buffer)
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}
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// Empty music buffers
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static void EmptyMusicStream()
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static void EmptyMusicStream(void)
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{
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ALuint buffer = 0;
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int queued = 0;
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@ -605,7 +605,7 @@ static void EmptyMusicStream()
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}
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// Update (re-fill) music buffers if data already processed
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extern void UpdateMusicStream()
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extern void UpdateMusicStream(void)
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{
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ALuint buffer = 0;
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ALint processed = 0;
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38
src/core.c
38
src/core.c
@ -91,10 +91,10 @@ static bool showLogo = false;
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//----------------------------------------------------------------------------------
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// Other Modules Functions Declaration (required by core)
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//----------------------------------------------------------------------------------
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extern void LoadDefaultFont(); // [Module: text] Loads default font on InitWindow()
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extern void UnloadDefaultFont(); // [Module: text] Unloads default font from GPU memory
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extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
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extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
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extern void UpdateMusicStream(); // [Module: audio] Updates buffers for music streaming
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extern void UpdateMusicStream(void); // [Module: audio] Updates buffers for music streaming
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -104,8 +104,8 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
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static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
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static void CursorEnterCallback(GLFWwindow* window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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static void WindowSizeCallback(GLFWwindow* window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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static void TakeScreenshot(); // Takes a screenshot and saves it in the same folder as executable
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static void LogoAnimation(); // Plays raylib logo appearing animation
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static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable
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static void LogoAnimation(void); // Plays raylib logo appearing animation
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Window and OpenGL Context Functions
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@ -190,7 +190,7 @@ void InitWindowEx(int width, int height, const char* title, bool resizable, cons
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}
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// Close Window and Terminate Context
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void CloseWindow()
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void CloseWindow(void)
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{
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UnloadDefaultFont();
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@ -223,13 +223,13 @@ void SetExitKey(int key)
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}
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// Detect if KEY_ESCAPE pressed or Close icon pressed
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bool WindowShouldClose()
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bool WindowShouldClose(void)
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{
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return (glfwWindowShouldClose(window));
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}
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// Fullscreen toggle (by default F11)
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void ToggleFullscreen()
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void ToggleFullscreen(void)
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{
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if (glfwGetKey(window, GLFW_KEY_F11))
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{
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@ -283,7 +283,7 @@ void ClearBackground(Color color)
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}
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// Setup drawing canvas to start drawing
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void BeginDrawing()
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void BeginDrawing(void)
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{
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currentTime = glfwGetTime(); // glfwGetTime() returns a 'double' containing the number of elapsed seconds since glfwInit() was called
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updateTime = currentTime - previousTime;
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@ -300,7 +300,7 @@ void BeginDrawing()
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}
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// End canvas drawing and Swap Buffers (Double Buffering)
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void EndDrawing()
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void EndDrawing(void)
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{
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if (customCursor && cursorOnScreen) DrawTexture(cursor, GetMouseX(), GetMouseY(), WHITE);
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@ -363,7 +363,7 @@ void Begin3dMode(Camera camera)
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}
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// Ends 3D mode and returns to default 2D orthographic mode
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void End3dMode()
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void End3dMode(void)
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{
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//------------------------------------------------------
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#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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@ -389,13 +389,13 @@ void SetTargetFPS(int fps)
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}
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// Returns current FPS
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float GetFPS()
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float GetFPS(void)
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{
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return (1/(float)frameTime);
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}
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// Returns time in seconds for one frame
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float GetFrameTime()
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float GetFrameTime(void)
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{
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// As we are operating quite a lot with frameTime, it could be no stable
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// so we round it before before passing around to be used
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@ -447,7 +447,7 @@ Color Fade(Color color, float alpha)
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}
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// Activates raylib logo at startup
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void ShowLogo()
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void ShowLogo(void)
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{
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showLogo = true;
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}
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@ -553,7 +553,7 @@ bool IsMouseButtonUp(int button)
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}
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// Returns mouse position X
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int GetMouseX()
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int GetMouseX(void)
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{
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double mouseX;
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double mouseY;
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@ -564,7 +564,7 @@ int GetMouseX()
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}
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// Returns mouse position Y
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int GetMouseY()
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int GetMouseY(void)
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{
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double mouseX;
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double mouseY;
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@ -575,7 +575,7 @@ int GetMouseY()
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}
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// Returns mouse position XY
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Vector2 GetMousePosition()
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Vector2 GetMousePosition(void)
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{
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double mouseX;
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double mouseY;
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@ -588,7 +588,7 @@ Vector2 GetMousePosition()
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}
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// Returns mouse wheel movement Y
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int GetMouseWheelMove()
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int GetMouseWheelMove(void)
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{
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previousMouseWheelY = currentMouseWheelY;
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@ -749,7 +749,7 @@ static void WindowSizeCallback(GLFWwindow* window, int width, int height)
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}
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// Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
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static void TakeScreenshot()
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static void TakeScreenshot(void)
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{
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static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution
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src/raylib.h
42
src/raylib.h
@ -259,22 +259,22 @@ extern "C" { // Prevents name mangling of functions
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void InitWindow(int width, int height, const char *title); // Initialize Window and Graphics Context (OpenGL)
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void InitWindowEx(int width, int height, const char* title, // Initialize Window and Graphics Context (OpenGL),...
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bool resizable, const char *cursorImage); // ...define if windows-resizable and custom cursor
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void CloseWindow(); // Close Window and Terminate Context
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bool WindowShouldClose(); // Detect if KEY_ESCAPE pressed or Close icon pressed
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void ToggleFullscreen(); // Fullscreen toggle (by default F11)
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void CloseWindow(void); // Close Window and Terminate Context
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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void ToggleFullscreen(void); // Fullscreen toggle (by default F11)
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void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
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void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(); // Setup drawing canvas to start drawing
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void EndDrawing(); // End canvas drawing and Swap Buffers (Double Buffering)
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void BeginDrawing(void); // Setup drawing canvas to start drawing
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void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
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void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(); // Ends 3D mode and returns to default 2D orthographic mode
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(); // Returns current FPS
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float GetFrameTime(); // Returns time in seconds for one frame
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float GetFPS(void); // Returns current FPS
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float GetFrameTime(void); // Returns time in seconds for one frame
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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int GetHexValue(Color color); // Returns hexadecimal value for a Color
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@ -282,7 +282,7 @@ int GetHexValue(Color color); // Returns hexadecim
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int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0
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void ShowLogo(); // Activates raylib logo at startup
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void ShowLogo(void); // Activates raylib logo at startup
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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@ -296,10 +296,10 @@ bool IsMouseButtonPressed(int button); // Detect if a mouse but
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bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
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bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
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bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
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int GetMouseX(); // Returns mouse position X
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int GetMouseY(); // Returns mouse position Y
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Vector2 GetMousePosition(); // Returns mouse position XY
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int GetMouseWheelMove(); // Returns mouse wheel movement Y
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int GetMouseX(void); // Returns mouse position X
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int GetMouseY(void); // Returns mouse position Y
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Vector2 GetMousePosition(void); // Returns mouse position XY
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int GetMouseWheelMove(void); // Returns mouse wheel movement Y
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bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
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@ -359,7 +359,7 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
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//------------------------------------------------------------------------------------
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// Font Loading and Text Drawing Functions (Module: text)
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//------------------------------------------------------------------------------------
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SpriteFont GetDefaultFont(); // Get the default SpriteFont
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SpriteFont GetDefaultFont(void); // Get the default SpriteFont
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SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
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void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
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@ -411,8 +411,8 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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//------------------------------------------------------------------------------------
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void InitAudioDevice(); // Initialize audio device and context
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void CloseAudioDevice(); // Close the audio device and context (and music stream)
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void InitAudioDevice(void); // Initialize audio device and context
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void CloseAudioDevice(void); // Close the audio device and context (and music stream)
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Sound LoadSound(char *fileName); // Load sound to memory
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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@ -425,12 +425,12 @@ void SetSoundVolume(Sound sound, float volume); // Set volume fo
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void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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void PlayMusicStream(char *fileName); // Start music playing (open stream)
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void StopMusicStream(); // Stop music playing (close stream)
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void PauseMusicStream(); // Pause music playing
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bool MusicIsPlaying(); // Check if music is playing
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void StopMusicStream(void); // Stop music playing (close stream)
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void PauseMusicStream(void); // Pause music playing
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bool MusicIsPlaying(void); // Check if music is playing
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void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
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float GetMusicTimeLength(); // Get current music time length (in seconds)
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float GetMusicTimePlayed(); // Get current music time played (in seconds)
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float GetMusicTimeLength(void); // Get current music time length (in seconds)
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float GetMusicTimePlayed(void); // Get current music time played (in seconds)
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#ifdef __cplusplus
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}
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@ -214,7 +214,7 @@ void VectorTransform(Vector3 *v, Matrix mat)
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};
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// Return a Vector3 init to zero
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Vector3 VectorZero()
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Vector3 VectorZero(void)
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{
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Vector3 zero = { 0.0, 0.0, 0.0 };
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@ -92,7 +92,7 @@ float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance be
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Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors
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Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
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void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 with a given Matrix
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Vector3 VectorZero(); // Return a Vector3 init to zero
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Vector3 VectorZero(void); // Return a Vector3 init to zero
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Matrix
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46
src/rlgl.c
46
src/rlgl.c
@ -179,10 +179,10 @@ static GLuint whiteTexture;
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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static GLuint LoadDefaultShaders();
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static void InitializeBuffers();
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static void InitializeVAOs();
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static void UpdateBuffers();
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static GLuint LoadDefaultShaders(void);
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static void InitializeBuffers(void);
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static void InitializeVAOs(void);
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static void UpdateBuffers(void);
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// Shader files loading (external) - Not used but useful...
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static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
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@ -223,9 +223,9 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
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glOrtho(left, right, bottom, top, near, far);
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}
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void rlPushMatrix() { glPushMatrix(); }
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void rlPopMatrix() { glPopMatrix(); }
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void rlLoadIdentity() { glLoadIdentity(); }
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void rlPushMatrix(void) { glPushMatrix(); }
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void rlPopMatrix(void) { glPopMatrix(); }
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void rlLoadIdentity(void) { glLoadIdentity(); }
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void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
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void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
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void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
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@ -244,7 +244,7 @@ void rlMatrixMode(int mode)
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}
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// Push the current matrix to stack
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void rlPushMatrix()
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void rlPushMatrix(void)
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{
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if (stackCounter == MATRIX_STACK_SIZE - 1)
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{
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@ -259,7 +259,7 @@ void rlPushMatrix()
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}
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// Pop lattest inserted matrix from stack
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void rlPopMatrix()
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void rlPopMatrix(void)
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{
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if (stackCounter > 0)
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{
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@ -270,7 +270,7 @@ void rlPopMatrix()
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}
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// Reset current matrix to identity matrix
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void rlLoadIdentity()
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void rlLoadIdentity(void)
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{
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*currentMatrix = MatrixIdentity();
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}
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@ -358,7 +358,7 @@ void rlBegin(int mode)
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}
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}
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void rlEnd() { glEnd(); }
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void rlEnd(void) { glEnd(); }
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void rlVertex2i(int x, int y) { glVertex2i(x, y); }
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void rlVertex2f(float x, float y) { glVertex2f(x, y); }
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void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
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@ -378,7 +378,7 @@ void rlBegin(int mode)
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}
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// Finish vertex providing
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void rlEnd()
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void rlEnd(void)
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{
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if (useTempBuffer)
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{
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@ -633,7 +633,7 @@ void rlEnableTexture(unsigned int id)
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}
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// Disable texture usage
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void rlDisableTexture()
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void rlDisableTexture(void)
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{
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#ifdef USE_OPENGL_11
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glDisable(GL_TEXTURE_2D);
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@ -668,7 +668,7 @@ void rlClearColor(byte r, byte g, byte b, byte a)
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}
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// Clear used screen buffers (color and depth)
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void rlClearScreenBuffers()
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void rlClearScreenBuffers(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
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@ -681,7 +681,7 @@ void rlClearScreenBuffers()
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#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
|
||||
|
||||
// Init OpenGL 3.3+ required data
|
||||
void rlglInit()
|
||||
void rlglInit(void)
|
||||
{
|
||||
// Initialize GLEW
|
||||
glewExperimental = 1; // Needed for core profile
|
||||
@ -765,7 +765,7 @@ void rlglInit()
|
||||
}
|
||||
|
||||
// Vertex Buffer Object deinitialization (memory free)
|
||||
void rlglClose()
|
||||
void rlglClose(void)
|
||||
{
|
||||
// Unbind everything
|
||||
glBindVertexArray(0);
|
||||
@ -815,7 +815,7 @@ void rlglClose()
|
||||
free(draws);
|
||||
}
|
||||
|
||||
void rlglDraw()
|
||||
void rlglDraw(void)
|
||||
{
|
||||
UpdateBuffers();
|
||||
|
||||
@ -1254,12 +1254,12 @@ unsigned char *rlglReadScreenPixels(int width, int height)
|
||||
|
||||
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
|
||||
|
||||
void PrintProjectionMatrix()
|
||||
void PrintProjectionMatrix(void)
|
||||
{
|
||||
PrintMatrix(projection);
|
||||
}
|
||||
|
||||
void PrintModelviewMatrix()
|
||||
void PrintModelviewMatrix(void)
|
||||
{
|
||||
PrintMatrix(modelview);
|
||||
}
|
||||
@ -1273,7 +1273,7 @@ void PrintModelviewMatrix()
|
||||
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
|
||||
|
||||
// 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
|
||||
|
||||
@ -1411,7 +1411,7 @@ static char *TextFileRead(char *fn)
|
||||
}
|
||||
|
||||
// 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)
|
||||
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)
|
||||
static void InitializeVAOs()
|
||||
static void InitializeVAOs(void)
|
||||
{
|
||||
// Initialize Lines VAO
|
||||
glGenVertexArrays(1, &vaoLines);
|
||||
@ -1543,7 +1543,7 @@ static void InitializeVAOs()
|
||||
}
|
||||
|
||||
// Update VBOs with vertex array data
|
||||
static void UpdateBuffers()
|
||||
static void UpdateBuffers(void)
|
||||
{
|
||||
// Activate Lines VAO
|
||||
glBindVertexArray(vaoLines);
|
||||
|
22
src/rlgl.h
22
src/rlgl.h
@ -84,9 +84,9 @@ extern "C" { // Prevents name mangling of functions
|
||||
// Functions Declaration - Matrix operations
|
||||
//------------------------------------------------------------------------------------
|
||||
void rlMatrixMode(int mode); // Choose the current matrix to be transformed
|
||||
void rlPushMatrix(); // Push the current matrix to stack
|
||||
void rlPopMatrix(); // Pop lattest inserted matrix from stack
|
||||
void rlLoadIdentity(); // Reset current matrix to identity matrix
|
||||
void rlPushMatrix(void); // Push the current matrix to stack
|
||||
void rlPopMatrix(void); // Pop lattest inserted matrix from stack
|
||||
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 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
|
||||
@ -98,7 +98,7 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
|
||||
// Functions Declaration - Vertex level operations
|
||||
//------------------------------------------------------------------------------------
|
||||
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 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
|
||||
@ -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
|
||||
//------------------------------------------------------------------------------------
|
||||
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 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 rlClearScreenBuffers(); // Clear used screen buffers (color and depth)
|
||||
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Functions Declaration - rlgl functionality
|
||||
//------------------------------------------------------------------------------------
|
||||
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
|
||||
void rlglInit(); // Initialize rlgl (shaders, VAO, VBO...)
|
||||
void rlglClose(); // De-init rlgl
|
||||
void rlglDraw(); // Draw VAOs
|
||||
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
|
||||
void rlglClose(void); // De-init rlgl
|
||||
void rlglDraw(void); // Draw VAOs
|
||||
unsigned int rlglLoadModel(VertexData mesh);
|
||||
unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format);
|
||||
#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)
|
||||
|
||||
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
|
||||
void PrintProjectionMatrix(); // DEBUG: Print projection matrix
|
||||
void PrintModelviewMatrix(); // DEBUG: Print modelview matrix
|
||||
void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
|
||||
void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
@ -82,7 +82,7 @@ static SpriteFont LoadRBMF(const char *fileName); // Load a rBMF font file (ra
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
extern void LoadDefaultFont()
|
||||
extern void LoadDefaultFont(void)
|
||||
{
|
||||
defaultFont.numChars = 96; // We know our default font has 94 chars
|
||||
|
||||
@ -181,14 +181,14 @@ extern void LoadDefaultFont()
|
||||
TraceLog(INFO, "Default font loaded successfully");
|
||||
}
|
||||
|
||||
extern void UnloadDefaultFont()
|
||||
extern void UnloadDefaultFont(void)
|
||||
{
|
||||
rlDeleteTextures(defaultFont.texture.id);
|
||||
free(defaultFont.charSet);
|
||||
}
|
||||
|
||||
// Get the default font, useful to be used with extended parameters
|
||||
SpriteFont GetDefaultFont()
|
||||
SpriteFont GetDefaultFont(void)
|
||||
{
|
||||
return defaultFont;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user