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

@@ -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