REVIEWED: Make sure all variables are initialized on definition, prioritize one line per variable definitions

This commit is contained in:
Ray
2025-12-14 19:45:28 +01:00
parent 6f5cabf60c
commit 5025009860
6 changed files with 54 additions and 27 deletions

View File

@ -1727,7 +1727,8 @@ void ImageResizeNN(Image *image, int newWidth, int newHeight)
int xRatio = (int)((image->width << 16)/newWidth) + 1;
int yRatio = (int)((image->height << 16)/newHeight) + 1;
int x2, y2;
int x2 = 0;
int y2 = 0;
for (int y = 0; y < newHeight; y++)
{
for (int x = 0; x < newWidth; x++)
@ -2488,8 +2489,13 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp)
Color oldPixel = WHITE;
Color newPixel = WHITE;
int rError, gError, bError;
unsigned short rPixel, gPixel, bPixel, aPixel; // Used for 16bit pixel composition
int rError = 0;
int gError = 0;
int bError = 0;
unsigned short rPixel = 0; // Used for 16bit pixel composition
unsigned short gPixel = 0;
unsigned short bPixel = 0;
unsigned short aPixel = 0;
#define MIN(a,b) (((a)<(b))?(a):(b))
@ -4006,7 +4012,9 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color
// [-] GetPixelColor(): Get Vector4 instead of Color, easier for ColorAlphaBlend()
// [ ] TODO: Support 16bit and 32bit (float) channels drawing
Color colSrc, colDst, blend;
Color colSrc = { 0 };
Color colDst = { 0 };
Color blend = { 0 };
bool blendRequired = true;
// Fast path: Avoid blend if source has no alpha to blend
@ -4681,17 +4689,23 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
bottomBorder = patchHeight - topBorder;
}
Vector2 vertA, vertB, vertC, vertD;
vertA.x = 0.0f; // outer left
vertA.y = 0.0f; // outer top
vertB.x = leftBorder; // inner left
vertB.y = topBorder; // inner top
vertC.x = patchWidth - rightBorder; // inner right
vertC.y = patchHeight - bottomBorder; // inner bottom
vertD.x = patchWidth; // outer right
vertD.y = patchHeight; // outer bottom
Vector2 vertA = { 0 };
Vector2 vertB = { 0 };
Vector2 vertC = { 0 };
Vector2 vertD = { 0 };
vertA.x = 0.0f; // Outer left
vertA.y = 0.0f; // Outer top
vertB.x = leftBorder; // Inner left
vertB.y = topBorder; // Inner top
vertC.x = patchWidth - rightBorder; // Inner right
vertC.y = patchHeight - bottomBorder; // Inner bottom
vertD.x = patchWidth; // Outer right
vertD.y = patchHeight; // Outer bottom
Vector2 coordA, coordB, coordC, coordD;
Vector2 coordA = { 0 };
Vector2 coordB = { 0 };
Vector2 coordC = { 0 };
Vector2 coordD = { 0 };
coordA.x = nPatchInfo.source.x/width;
coordA.y = nPatchInfo.source.y/height;
coordB.x = (nPatchInfo.source.x + leftBorder)/width;
@ -4907,7 +4921,9 @@ Vector3 ColorToHSV(Color color)
{
Vector3 hsv = { 0 };
Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
float min, max, delta;
float min = 0.0f;
float max = 0.0f;
float delta = 0.0f;
min = rgb.x < rgb.y? rgb.x : rgb.y;
min = min < rgb.z? min : rgb.z;