add 'restrict' were it makes sense

This commit is contained in:
KikooDX 2021-05-06 03:30:43 +02:00
parent 88b1ac790a
commit ab8c3bc611
14 changed files with 21 additions and 18 deletions

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@ -12,4 +12,4 @@ struct Input {
};
struct Input input_init(void);
void input_update(struct Input *input);
void input_update(struct Input *restrict input);

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@ -23,6 +23,6 @@ struct LevelSelection {
struct LevelSelection levelselection_init(void);
/* Return 1 if game state should change. */
int levelselection_update(struct LevelSelection *levelselection,
int levelselection_update(struct LevelSelection *restrict levelselection,
struct Input input);
void levelselection_draw(struct LevelSelection levelselection);

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@ -18,5 +18,5 @@ struct MainMenu {
struct MainMenu mainmenu_init(void);
/* Return 1 if game state should change. */
int mainmenu_update(struct MainMenu *mainmenu, struct Input input);
int mainmenu_update(struct MainMenu *restrict mainmenu, struct Input input);
void mainmenu_draw(struct MainMenu mainmenu);

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@ -10,5 +10,5 @@ struct Pause {
struct Pause pause_init(void);
/* Return 1 if game state should change. */
int pause_update(struct Pause *pause, struct Input input);
int pause_update(struct Pause *restrict pause, struct Input input);
void pause_draw(struct Pause pause);

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@ -45,7 +45,7 @@ enum { UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
struct Player player_init(void);
void player_draw(struct Player player);
/* return 1 if exit reached, -1 on death/reset and 0 otherwise */
int player_update(struct Player *player, struct Input input);
int player_update(struct Player *restrict player, struct Input input);
void player_collide(Tile collisions[COLLIDE_POINTS], int x, int y, int margin);
int player_collide_tile(Tile collisions[COLLIDE_POINTS], int x, int y,
Tile tile, int margin, int update);

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@ -10,5 +10,6 @@ struct TitleScreen {
struct TitleScreen titlescreen_init(void);
/* Return 1 if game state should change. */
int titlescreen_update(struct TitleScreen *titlescreen, struct Input input);
int titlescreen_update(struct TitleScreen *restrict titlescreen,
struct Input input);
void titlescreen_draw(struct TitleScreen titlescreen);

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@ -21,7 +21,7 @@ struct Transition {
struct Transition transition_init(float speed, color_t color,
enum TransitionMode mode);
enum TransitionMode transition_update(struct Transition *transition);
enum TransitionMode transition_update(struct Transition *restrict transition);
void transition_draw(struct Transition transition);
void hfade_in(float step, color_t color);
void hfade_out(float step, color_t color);

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@ -5,7 +5,7 @@
#include <gint/keyboard.h>
void
input_update(struct Input *input)
input_update(struct Input *restrict input)
{
int i;

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@ -8,7 +8,8 @@
/* Return 1 if game state should change. */
int
levelselection_update(struct LevelSelection *levelselection, struct Input input)
levelselection_update(struct LevelSelection *restrict levelselection,
struct Input input)
{
/* decrease selected pack id */
if (input.keystates[K_LEFT] == KS_PRESS &&

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@ -7,7 +7,7 @@
/* Return 1 if game state should change. */
int
mainmenu_update(struct MainMenu *mainmenu, struct Input input)
mainmenu_update(struct MainMenu *restrict mainmenu, struct Input input)
{
/* decrease selected pack id */
if (input.keystates[K_UP] == KS_PRESS ||

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@ -6,7 +6,7 @@
/* Return 1 if game state should change. */
int
pause_update(struct Pause *pause, struct Input input)
pause_update(struct Pause *restrict pause, struct Input input)
{
if (input.keystates[K_START] == KS_PRESS) {
return 1;

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@ -9,15 +9,16 @@
#include "tiles.h"
#include "util.h"
static void player_move(struct Player *player, int x, int y);
static void player_set_anim(struct Player *player, enum AnimState new_anim);
static void player_move(struct Player *restrict player, int x, int y);
static void player_set_anim(struct Player *restrict player,
enum AnimState new_anim);
extern struct Level level;
/* return -1 on pause, return 1 if exit reached, 2 on death/reset and 0
* otherwise */
int
player_update(struct Player *player, struct Input input)
player_update(struct Player *restrict player, struct Input input)
{
Tile collisions[COLLIDE_POINTS];
const int on_ground = player_collide_solid(player->x, player->y + 1);
@ -194,7 +195,7 @@ player_update(struct Player *player, struct Input input)
}
static void
player_move(struct Player *player, int x, int y)
player_move(struct Player *restrict player, int x, int y)
{
const int sign_x = sign(x);
const int sign_y = sign(y);
@ -217,7 +218,7 @@ player_move(struct Player *player, int x, int y)
}
static void
player_set_anim(struct Player *player, enum AnimState new_anim)
player_set_anim(struct Player *restrict player, enum AnimState new_anim)
{
player->anim_state = new_anim;
switch (new_anim) {

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@ -6,7 +6,7 @@
/* Return 1 if game state should change. */
int
titlescreen_update(struct TitleScreen *titlescreen, struct Input input)
titlescreen_update(struct TitleScreen *restrict titlescreen, struct Input input)
{
if (input.keystates[K_A] == KS_PRESS) {
return 1;

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@ -4,7 +4,7 @@
#include "transition.h"
enum TransitionMode
transition_update(struct Transition *transition)
transition_update(struct Transition *restrict transition)
{
enum TransitionMode previous_transition_mode = TransitionNone;