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

@@ -179,10 +179,10 @@ static GLuint whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
static GLuint LoadDefaultShaders();
static void InitializeBuffers();
static void InitializeVAOs();
static void UpdateBuffers();
static GLuint LoadDefaultShaders(void);
static void InitializeBuffers(void);
static void InitializeVAOs(void);
static void UpdateBuffers(void);
// Shader files loading (external) - Not used but useful...
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);
}
void rlPushMatrix() { glPushMatrix(); }
void rlPopMatrix() { glPopMatrix(); }
void rlLoadIdentity() { glLoadIdentity(); }
void rlPushMatrix(void) { glPushMatrix(); }
void rlPopMatrix(void) { glPopMatrix(); }
void rlLoadIdentity(void) { glLoadIdentity(); }
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 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
void rlPushMatrix()
void rlPushMatrix(void)
{
if (stackCounter == MATRIX_STACK_SIZE - 1)
{
@@ -259,7 +259,7 @@ void rlPushMatrix()
}
// Pop lattest inserted matrix from stack
void rlPopMatrix()
void rlPopMatrix(void)
{
if (stackCounter > 0)
{
@@ -270,7 +270,7 @@ void rlPopMatrix()
}
// Reset current matrix to identity matrix
void rlLoadIdentity()
void rlLoadIdentity(void)
{
*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 rlVertex2f(float x, float y) { glVertex2f(x, y); }
void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
@@ -378,7 +378,7 @@ void rlBegin(int mode)
}
// Finish vertex providing
void rlEnd()
void rlEnd(void)
{
if (useTempBuffer)
{
@@ -633,7 +633,7 @@ void rlEnableTexture(unsigned int id)
}
// Disable texture usage
void rlDisableTexture()
void rlDisableTexture(void)
{
#ifdef USE_OPENGL_11
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)
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 | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
@@ -681,7 +681,7 @@ void rlClearScreenBuffers()
#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);