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
This commit is contained in:
Sam Lantinga 2022-11-30 12:51:59 -08:00 committed by GitHub
parent 14b902faca
commit 5750bcb174
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GPG key ID: 4AEE18F83AFDEB23
781 changed files with 51659 additions and 55763 deletions

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@ -21,7 +21,12 @@
#include <SDL3/SDL_test_common.h>
#define SWAP(typ,a,b) do{typ t=a;a=b;b=t;}while (0)
#define SWAP(typ, a, b) \
do { \
typ t = a; \
a = b; \
b = t; \
} while (0)
#define NUM_OBJECTS 100
static SDLTest_CommonState *state;
@ -36,8 +41,7 @@ static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
int mouse_begin_x = -1, mouse_begin_y = -1;
int done;
void
DrawPoints(SDL_Renderer * renderer)
void DrawPoints(SDL_Renderer *renderer)
{
int i;
int x, y;
@ -70,8 +74,8 @@ DrawPoints(SDL_Renderer * renderer)
cycle_direction = -cycle_direction;
}
}
SDL_SetRenderDrawColor(renderer, 255, (Uint8) current_color,
(Uint8) current_color, (Uint8) current_alpha);
SDL_SetRenderDrawColor(renderer, 255, (Uint8)current_color,
(Uint8)current_color, (Uint8)current_alpha);
x = rand() % viewport.w;
y = rand() % viewport.h;
@ -101,9 +105,7 @@ add_line(int x1, int y1, int x2, int y2)
return ++num_lines;
}
void
DrawLines(SDL_Renderer * renderer)
void DrawLines(SDL_Renderer *renderer)
{
int i;
SDL_Rect viewport;
@ -146,7 +148,7 @@ add_rect(int x1, int y1, int x2, int y2)
}
SDL_Log("adding rect (%d, %d), (%d, %d) [%dx%d]\n", x1, y1, x2, y2,
x2 - x1, y2 - y1);
x2 - x1, y2 - y1);
rects[num_rects].x = x1;
rects[num_rects].y = y1;
@ -157,14 +159,14 @@ add_rect(int x1, int y1, int x2, int y2)
}
static void
DrawRects(SDL_Renderer * renderer)
DrawRects(SDL_Renderer *renderer)
{
SDL_SetRenderDrawColor(renderer, 255, 127, 0, 255);
SDL_RenderFillRects(renderer, rects, num_rects);
}
static void
DrawRectLineIntersections(SDL_Renderer * renderer)
DrawRectLineIntersections(SDL_Renderer *renderer)
{
int i, j;
@ -188,7 +190,7 @@ DrawRectLineIntersections(SDL_Renderer * renderer)
}
static void
DrawRectRectIntersections(SDL_Renderer * renderer)
DrawRectRectIntersections(SDL_Renderer *renderer)
{
int i, j;
@ -203,8 +205,7 @@ DrawRectRectIntersections(SDL_Renderer * renderer)
}
}
void
loop()
void loop()
{
int i;
SDL_Event event;
@ -270,8 +271,7 @@ loop()
#endif
}
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
int i;
Uint32 then, now, frames;
@ -360,7 +360,7 @@ main(int argc, char *argv[])
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
double fps = ((double) frames * 1000) / (now - then);
double fps = ((double)frames * 1000) / (now - then);
SDL_Log("%2.2f frames per second\n", fps);
}
return 0;