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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 17:38:16 +03:00
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.
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@@ -17,7 +17,7 @@ extern "C"
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);
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}
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ScreenSettings::ScreenSettings()
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ScreenSettings::ScreenSettings(void)
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{
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windowWidth = 320;
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windowHeight = 240;
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@@ -93,7 +93,7 @@ void Screen::init(const ScreenSettings& settings)
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ResizeScreen(settings.windowWidth, settings.windowHeight);
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}
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void Screen::destroy()
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void Screen::destroy(void)
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{
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#define X(CLEANUP, POINTER) \
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CLEANUP(POINTER); \
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@@ -123,7 +123,7 @@ void Screen::GetSettings(ScreenSettings* settings)
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settings->badSignal = badSignalEffect;
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}
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void Screen::LoadIcon()
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void Screen::LoadIcon(void)
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{
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unsigned char *fileIn = NULL;
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size_t length = 0;
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@@ -212,7 +212,7 @@ void Screen::ResizeScreen(int x, int y)
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SDL_ShowWindow(m_window);
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}
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void Screen::ResizeToNearestMultiple()
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void Screen::ResizeToNearestMultiple(void)
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{
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int w, h;
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GetWindowSize(&w, &h);
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@@ -297,12 +297,12 @@ void Screen::UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect )
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}
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const SDL_PixelFormat* Screen::GetFormat()
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const SDL_PixelFormat* Screen::GetFormat(void)
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{
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return m_screen->format;
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}
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void Screen::FlipScreen()
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void Screen::FlipScreen(void)
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{
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SDL_UpdateTexture(
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m_screenTexture,
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@@ -321,19 +321,19 @@ void Screen::FlipScreen()
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SDL_FillRect(m_screen, NULL, 0x00000000);
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}
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void Screen::toggleFullScreen()
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void Screen::toggleFullScreen(void)
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{
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isWindowed = !isWindowed;
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ResizeScreen(-1, -1);
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}
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void Screen::toggleStretchMode()
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void Screen::toggleStretchMode(void)
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{
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stretchMode = (stretchMode + 1) % 3;
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ResizeScreen(-1, -1);
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}
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void Screen::toggleLinearFilter()
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void Screen::toggleLinearFilter(void)
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{
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isFiltered = !isFiltered;
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SDL_SetHintWithPriority(
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@@ -351,7 +351,7 @@ void Screen::toggleLinearFilter()
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);
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}
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void Screen::resetRendererWorkaround()
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void Screen::resetRendererWorkaround(void)
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{
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SDL_SetHintWithPriority(
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SDL_HINT_RENDER_VSYNC,
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