Cleanup add brace (#6545)
* Add braces after if conditions * More add braces after if conditions * Add braces after while() conditions * Fix compilation because of macro being modified * Add braces to for loop * Add braces after if/goto * Move comments up * Remove extra () in the 'return ...;' statements * More remove extra () in the 'return ...;' statements * More remove extra () in the 'return ...;' statements after merge * Fix inconsistent patterns are xxx == NULL vs !xxx * More "{}" for "if() break;" and "if() continue;" * More "{}" after if() short statement * More "{}" after "if () return;" statement * More fix inconsistent patterns are xxx == NULL vs !xxx * Revert some modificaion on SDL_RLEaccel.c * SDL_RLEaccel: no short statement * Cleanup 'if' where the bracket is in a new line * Cleanup 'while' where the bracket is in a new line * Cleanup 'for' where the bracket is in a new line * Cleanup 'else' where the bracket is in a new line
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387 changed files with 6094 additions and 4633 deletions
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@ -239,17 +239,17 @@ LoadSprite(const char *file)
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
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if (!sprites[i]) {
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return (-1);
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return -1;
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}
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if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
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SDL_DestroyTexture(sprites[i]);
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return (-1);
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return -1;
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}
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}
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/* We're ready to roll. :) */
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return (0);
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return 0;
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}
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void
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@ -364,8 +364,9 @@ loop()
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#endif
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}
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for (i = 0; i < state->num_windows; ++i) {
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if (state->windows[i] == NULL)
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if (state->windows[i] == NULL) {
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continue;
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}
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DrawSprites(state->renderers[i], sprites[i]);
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}
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}
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@ -382,7 +383,7 @@ main(int argc, char *argv[])
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO | SDL_INIT_AUDIO);
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if (!state) {
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if (state == NULL) {
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return 1;
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}
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@ -445,7 +446,7 @@ main(int argc, char *argv[])
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/* Create the windows, initialize the renderers, and load the textures */
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sprites =
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(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
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if (!sprites) {
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if (sprites == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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}
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