فهرست منبع

Explicit define of functions prototypes

No-parameters functions use the prototype style FunctionName(void);
raysan5 11 سال پیش
والد
کامیت
c56ef738ed
8فایلهای تغییر یافته به همراه90 افزوده شده و 90 حذف شده
  1. 11 11
      src/audio.c
  2. 19 19
      src/core.c
  3. 21 21
      src/raylib.h
  4. 1 1
      src/raymath.c
  5. 1 1
      src/raymath.h
  6. 23 23
      src/rlgl.c
  7. 11 11
      src/rlgl.h
  8. 3 3
      src/text.c

+ 11 - 11
src/audio.c

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

+ 19 - 19
src/core.c

@@ -91,10 +91,10 @@ static bool showLogo = false;
 //----------------------------------------------------------------------------------
 // Other Modules Functions Declaration (required by core)
 //----------------------------------------------------------------------------------
-extern void LoadDefaultFont();              // [Module: text] Loads default font on InitWindow()
-extern void UnloadDefaultFont();            // [Module: text] Unloads default font from GPU memory
+extern void LoadDefaultFont(void);          // [Module: text] Loads default font on InitWindow()
+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
@@ -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 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 TakeScreenshot();                                                              // Takes a screenshot and saves it in the same folder as executable
-static void LogoAnimation();                                                               // Plays raylib logo appearing animation
+static void TakeScreenshot(void);                                                          // Takes a screenshot and saves it in the same folder as executable
+static void LogoAnimation(void);                                                           // Plays raylib logo appearing animation
 
 //----------------------------------------------------------------------------------
 // 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
-void CloseWindow()
+void CloseWindow(void)
 {
     UnloadDefaultFont();
 
@@ -223,13 +223,13 @@ void SetExitKey(int key)
 }
 
 // Detect if KEY_ESCAPE pressed or Close icon pressed
-bool WindowShouldClose()
+bool WindowShouldClose(void)
 {
     return (glfwWindowShouldClose(window));
 }
 
 // Fullscreen toggle (by default F11)
-void ToggleFullscreen()
+void ToggleFullscreen(void)
 {
     if (glfwGetKey(window, GLFW_KEY_F11))
     {
@@ -283,7 +283,7 @@ void ClearBackground(Color color)
 }
 
 // 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
     updateTime = currentTime - previousTime;
@@ -300,7 +300,7 @@ void BeginDrawing()
 }
 
 // End canvas drawing and Swap Buffers (Double Buffering)
-void EndDrawing()
+void EndDrawing(void)
 {
     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
-void End3dMode()
+void End3dMode(void)
 {
     //------------------------------------------------------
 #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
@@ -389,13 +389,13 @@ void SetTargetFPS(int fps)
 }
 
 // Returns current FPS
-float GetFPS()
+float GetFPS(void)
 {
     return (1/(float)frameTime);
 }
 
 // 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
     // 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
-void ShowLogo()
+void ShowLogo(void)
 {
     showLogo = true;
 }
@@ -553,7 +553,7 @@ bool IsMouseButtonUp(int button)
 }
 
 // Returns mouse position X
-int GetMouseX()
+int GetMouseX(void)
 {
     double mouseX;
     double mouseY;
@@ -564,7 +564,7 @@ int GetMouseX()
 }
 
 // Returns mouse position Y
-int GetMouseY()
+int GetMouseY(void)
 {
     double mouseX;
     double mouseY;
@@ -575,7 +575,7 @@ int GetMouseY()
 }
 
 // Returns mouse position XY
-Vector2 GetMousePosition()
+Vector2 GetMousePosition(void)
 {
     double mouseX;
     double mouseY;
@@ -588,7 +588,7 @@ Vector2 GetMousePosition()
 }
 
 // Returns mouse wheel movement Y
-int GetMouseWheelMove()
+int GetMouseWheelMove(void)
 {
     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
-static void TakeScreenshot()
+static void TakeScreenshot(void)
 {
     static int shotNum = 0;     // Screenshot number, increments every screenshot take during program execution
 

+ 21 - 21
src/raylib.h

@@ -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 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
-void CloseWindow();                                         // Close Window and Terminate Context
-bool WindowShouldClose();                                   // Detect if KEY_ESCAPE pressed or Close icon pressed
-void ToggleFullscreen();                                    // Fullscreen toggle (by default F11)
+void CloseWindow(void);                                     // Close Window and Terminate Context
+bool WindowShouldClose(void);                               // Detect if KEY_ESCAPE pressed or Close icon pressed
+void ToggleFullscreen(void);                                // Fullscreen toggle (by default F11)
 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 ClearBackground(Color color);                          // Sets Background Color
-void BeginDrawing();                                        // Setup drawing canvas to start drawing
-void EndDrawing();                                          // End canvas drawing and Swap Buffers (Double Buffering)
+void BeginDrawing(void);                                    // Setup drawing canvas to start drawing
+void EndDrawing(void);                                      // End canvas drawing and Swap Buffers (Double Buffering)
 
 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)
-float GetFPS();                                             // Returns current FPS
-float GetFrameTime();                                       // Returns time in seconds for one frame
+float GetFPS(void);                                         // Returns current FPS
+float GetFrameTime(void);                                   // Returns time in seconds for one frame
 
 Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
 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)
 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)
@@ -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 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
-int GetMouseX();                                        // Returns mouse position X
-int GetMouseY();                                        // Returns mouse position Y
-Vector2 GetMousePosition();                             // Returns mouse position XY
-int GetMouseWheelMove();                                // Returns mouse wheel movement Y
+int GetMouseX(void);                                    // Returns mouse position X
+int GetMouseY(void);                                    // Returns mouse position Y
+Vector2 GetMousePosition(void);                         // Returns mouse position XY
+int GetMouseWheelMove(void);                            // Returns mouse wheel movement Y
 
 bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
 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)
 //------------------------------------------------------------------------------------
-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
 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)
 //------------------------------------------------------------------------------------
-void InitAudioDevice();                                         // Initialize audio device and context
-void CloseAudioDevice();                                        // Close the audio device and context (and music stream)
+void InitAudioDevice(void);                                     // Initialize audio device and context
+void CloseAudioDevice(void);                                    // Close the audio device and context (and music stream)
 
 Sound LoadSound(char *fileName);                                // Load sound to memory
 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 PlayMusicStream(char *fileName);                           // Start music playing (open stream)
-void StopMusicStream();                                         // Stop music playing (close stream)
-void PauseMusicStream();                                        // Pause music playing
-bool MusicIsPlaying();                                          // Check if music is playing
+void StopMusicStream(void);                                     // Stop music playing (close stream)
+void PauseMusicStream(void);                                    // Pause music playing
+bool MusicIsPlaying(void);                                      // Check if music is playing
 void SetMusicVolume(float volume);                              // Set volume for music (1.0 is max level)
-float GetMusicTimeLength();                                     // Get current music time length (in seconds)
-float GetMusicTimePlayed();                                     // Get current music time played (in seconds)
+float GetMusicTimeLength(void);                                 // Get current music time length (in seconds)
+float GetMusicTimePlayed(void);                                 // Get current music time played (in seconds)
 
 #ifdef __cplusplus
 }

+ 1 - 1
src/raymath.c

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

+ 1 - 1
src/raymath.h

@@ -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 VectorReflect(Vector3 vector, Vector3 normal);  // Calculate reflected vector to normal
 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

+ 23 - 23
src/rlgl.c

@@ -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);

+ 11 - 11
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

+ 3 - 3
src/text.c

@@ -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;
 }