Explicitly declare void for all void parameter functions (#628)

Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.

This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.

I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
This commit is contained in:
Misa
2021-02-25 14:23:59 -08:00
committed by GitHub
parent 0e313d0d75
commit 6a3a1fe147
53 changed files with 439 additions and 439 deletions

View File

@@ -9,7 +9,7 @@
#include "Graphics.h"
#include "Music.h"
int inline KeyPoll::getThreshold()
int inline KeyPoll::getThreshold(void)
{
switch (sensitivity)
{
@@ -29,7 +29,7 @@ int inline KeyPoll::getThreshold()
}
KeyPoll::KeyPoll()
KeyPoll::KeyPoll(void)
{
xVel = 0;
yVel = 0;
@@ -62,23 +62,23 @@ KeyPoll::KeyPoll()
isActive = true;
}
void KeyPoll::enabletextentry()
void KeyPoll::enabletextentry(void)
{
keybuffer="";
SDL_StartTextInput();
}
void KeyPoll::disabletextentry()
void KeyPoll::disabletextentry(void)
{
SDL_StopTextInput();
}
bool KeyPoll::textentry()
bool KeyPoll::textentry(void)
{
return SDL_IsTextInputActive() == SDL_TRUE;
}
void KeyPoll::Poll()
void KeyPoll::Poll(void)
{
bool altpressed = false;
SDL_Event evt;
@@ -345,7 +345,7 @@ bool KeyPoll::isDown(SDL_GameControllerButton button)
return buttonmap[button];
}
bool KeyPoll::controllerButtonDown()
bool KeyPoll::controllerButtonDown(void)
{
for (
SDL_GameControllerButton button = SDL_CONTROLLER_BUTTON_A;