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Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base. In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted. The script I ran for the src directory is added as build-scripts/clang-format-src.sh This fixes: #6592 #6593 #6594
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781 changed files with 51659 additions and 55763 deletions
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@ -29,11 +29,10 @@
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static struct
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{
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SDL_AudioSpec spec;
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Uint8 *sound; /* Pointer to wave data */
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Uint32 soundlen; /* Length of wave data */
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Uint8 *sound; /* Pointer to wave data */
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Uint32 soundlen; /* Length of wave data */
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} wave;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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@ -43,14 +42,12 @@ quit(int rc)
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}
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static int done = 0;
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void
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poked(int sig)
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void poked(int sig)
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{
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done = 1;
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}
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void
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loop()
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void loop()
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{
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#ifdef __EMSCRIPTEN__
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if (done || (SDL_GetAudioStatus() != SDL_AUDIO_PLAYING)) {
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@ -60,19 +57,18 @@ loop()
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{
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/* The device from SDL_OpenAudio() is always device #1. */
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const Uint32 queued = SDL_GetQueuedAudioSize(1);
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SDL_Log("Device has %u bytes queued.\n", (unsigned int) queued);
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if (queued <= 8192) { /* time to requeue the whole thing? */
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SDL_Log("Device has %u bytes queued.\n", (unsigned int)queued);
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if (queued <= 8192) { /* time to requeue the whole thing? */
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if (SDL_QueueAudio(1, wave.sound, wave.soundlen) == 0) {
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SDL_Log("Device queued %u more bytes.\n", (unsigned int) wave.soundlen);
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SDL_Log("Device queued %u more bytes.\n", (unsigned int)wave.soundlen);
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} else {
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SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int) wave.soundlen, SDL_GetError());
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SDL_Log("Device FAILED to queue %u more bytes: %s\n", (unsigned int)wave.soundlen, SDL_GetError());
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}
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}
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}
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}
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int
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main(int argc, char *argv[])
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int main(int argc, char *argv[])
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{
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char *filename = NULL;
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@ -98,7 +94,7 @@ main(int argc, char *argv[])
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quit(1);
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}
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wave.spec.callback = NULL; /* we'll push audio. */
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wave.spec.callback = NULL; /* we'll push audio. */
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#if HAVE_SIGNAL_H
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/* Set the signals */
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@ -129,14 +125,14 @@ main(int argc, char *argv[])
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/* Note that we stuff the entire audio buffer into the queue in one
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shot. Most apps would want to feed it a little at a time, as it
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plays, but we're going for simplicity here. */
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done && (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING)) {
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loop();
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SDL_Delay(100); /* let it play for awhile. */
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SDL_Delay(100); /* let it play for awhile. */
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}
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#endif
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