PR feedback, comply with C standards

This commit is contained in:
Jeff Myers 2023-12-27 07:52:07 -08:00
parent bd830d8224
commit 6638543eed
2 changed files with 5 additions and 4 deletions

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@ -1220,8 +1220,8 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
// NOTE: It can be useful when using basic shapes and one single font, // NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call // defining a font char white rectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
RLAPI Texture2D GetShapesTexture(); // Get texture that is used for shapes drawing RLAPI Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
RLAPI Rectangle GetShapesTextureRectangle(); // Get texture source rectangle that is used for shapes drawing RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
// Basic shapes drawing functions // Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel

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@ -113,13 +113,14 @@ void SetShapesTexture(Texture2D texture, Rectangle source)
} }
// Get texture that is used for shapes drawing // Get texture that is used for shapes drawing
Texture2D GetShapesTexture() Texture2D GetShapesTexture(void)
{ {
return texShapes; return texShapes;
} }
// Get texture source rectangle that is used for shapes drawing // Get texture source rectangle that is used for shapes drawing
Rectangle GetShapesTextureRectangle() Rectangle GetShapesTextureRectangle(void)
Rectangle GetShapesTextureRectangle(void)
{ {
return texShapesRec; return texShapesRec;
} }