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Review "aggregate initializations" #1403

Ray 4 years ago
parent
commit
a4ea9f872f

+ 1 - 1
examples/core/core_3d_camera_first_person.c

@@ -31,7 +31,7 @@ int main(void)
     camera.type = CAMERA_PERSPECTIVE;
 
     // Generates some random columns
-    float heights[MAX_COLUMNS] = { 0.0f };
+    float heights[MAX_COLUMNS] = { 0 };
     Vector3 positions[MAX_COLUMNS] = { 0 };
     Color colors[MAX_COLUMNS] = { 0 };
 

+ 1 - 1
examples/core/core_input_multitouch.c

@@ -28,7 +28,7 @@ int main(void)
     Color ballColor = BEIGE;
 
     int touchCounter = 0;
-    Vector2 touchPosition = { 0.0f };
+    Vector2 touchPosition = { 0 };
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //---------------------------------------------------------------------------------------

+ 2 - 2
examples/shapes/raygui.h

@@ -4337,7 +4337,7 @@ static const char **GuiTextSplit(const char *text, int *count, int *textRow)
 // NOTE: Color data should be passed normalized
 static Vector3 ConvertRGBtoHSV(Vector3 rgb)
 {
-    Vector3 hsv = { 0.0f };
+    Vector3 hsv = { 0 };
     float min = 0.0f;
     float max = 0.0f;
     float delta = 0.0f;
@@ -4390,7 +4390,7 @@ static Vector3 ConvertRGBtoHSV(Vector3 rgb)
 // NOTE: Color data should be passed normalized
 static Vector3 ConvertHSVtoRGB(Vector3 hsv)
 {
-    Vector3 rgb = { 0.0f };
+    Vector3 rgb = { 0 };
     float hh = 0.0f, p = 0.0f, q = 0.0f, t = 0.0f, ff = 0.0f;
     long i = 0;
 

+ 1 - 1
projects/VSCode/main.c

@@ -39,7 +39,7 @@ int main()
     
     SetCameraMode(camera, CAMERA_ORBITAL);
 
-    Vector3 cubePosition = { 0.0f };
+    Vector3 cubePosition = { 0 };
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------

+ 1 - 1
projects/VSCode_tcc_win/main.c

@@ -40,7 +40,7 @@ int main()
     
     SetCameraMode(camera, CAMERA_ORBITAL);
 
-    Vector3 cubePosition = { 0.0f };
+    Vector3 cubePosition = { 0 };
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------

+ 2 - 2
src/physac.h

@@ -407,8 +407,8 @@ PHYSACDEF PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float
         newBody->id = newId;
         newBody->enabled = true;
         newBody->position = pos;
-        newBody->velocity = (Vector2){ 0.0f };
-        newBody->force = (Vector2){ 0.0f };
+        newBody->velocity = (Vector2){ 0.0f, 0.0f };
+        newBody->force = (Vector2){ 0.0f, 0.0f };
         newBody->angularVelocity = 0.0f;
         newBody->torque = 0.0f;
         newBody->orient = 0.0f;

+ 1 - 1
src/raymath.h

@@ -1328,7 +1328,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
 // Returns a quaternion for a given rotation matrix
 RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
 {
-    Quaternion result = { 0.0f };
+    Quaternion result = { 0 };
     
     if ((mat.m0 > mat.m5) && (mat.m0 > mat.m10))
     {

+ 1 - 1
src/textures.c

@@ -3565,7 +3565,7 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
         Vector4 fdst = ColorNormalize(dst);
         Vector4 fsrc = ColorNormalize(src);
         Vector4 ftint = ColorNormalize(tint);
-        Vector4 fout = { 0.0f };
+        Vector4 fout = { 0 };
 
         fout.w = fsrc.w + fdst.w*(1.0f - fsrc.w);