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
This commit is contained in:
Sylvain Becker 2022-11-27 17:38:43 +01:00 committed by GitHub
parent 4958dafdc3
commit 6a2200823c
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
387 changed files with 6094 additions and 4633 deletions

View file

@ -549,7 +549,7 @@ D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
DWORD usage;
texturedata = (D3D_TextureData *) SDL_calloc(1, sizeof(*texturedata));
if (!texturedata) {
if (texturedata == NULL) {
return SDL_OutOfMemory();
}
texturedata->scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? D3DTEXF_POINT : D3DTEXF_LINEAR;
@ -588,7 +588,7 @@ D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
if (!texturedata) {
if (texturedata == NULL) {
return 0;
}
@ -616,7 +616,7 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
if (!texturedata) {
if (texturedata == NULL) {
return SDL_SetError("Texture is not currently available");
}
@ -653,7 +653,7 @@ D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
if (!texturedata) {
if (texturedata == NULL) {
return SDL_SetError("Texture is not currently available");
}
@ -678,7 +678,7 @@ D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
IDirect3DDevice9 *device = data->device;
if (!texturedata) {
if (texturedata == NULL) {
return SDL_SetError("Texture is not currently available");
}
#if SDL_HAVE_YUV
@ -729,7 +729,7 @@ D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
if (!texturedata) {
if (texturedata == NULL) {
return;
}
#if SDL_HAVE_YUV
@ -739,8 +739,7 @@ D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
(void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
D3D_UpdateTexture(renderer, texture, rect, pixels, texturedata->pitch);
}
else
} else
#endif
{
IDirect3DTexture9_UnlockRect(texturedata->texture.staging, 0);
@ -759,7 +758,7 @@ D3D_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scal
{
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
if (!texturedata) {
if (texturedata == NULL) {
return;
}
@ -787,7 +786,7 @@ D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture)
}
texturedata = (D3D_TextureData *)texture->driverdata;
if (!texturedata) {
if (texturedata == NULL) {
return SDL_SetError("Texture is not currently available");
}
@ -810,11 +809,11 @@ D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture)
}
result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture.texture, 0, &data->currentRenderTarget);
if(FAILED(result)) {
if (FAILED(result)) {
return D3D_SetError("GetSurfaceLevel()", result);
}
result = IDirect3DDevice9_SetRenderTarget(data->device, 0, data->currentRenderTarget);
if(FAILED(result)) {
if (FAILED(result)) {
return D3D_SetError("SetRenderTarget()", result);
}
@ -846,7 +845,7 @@ D3D_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, vertslen, 0, &cmd->data.draw.first);
int i;
if (!verts) {
if (verts == NULL) {
return -1;
}
@ -872,7 +871,7 @@ D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
int count = indices ? num_indices : num_vertices;
Vertex *verts = (Vertex *) SDL_AllocateRenderVertices(renderer, count * sizeof (Vertex), 0, &cmd->data.draw.first);
if (!verts) {
if (verts == NULL) {
return -1;
}
@ -972,7 +971,7 @@ SetupTextureState(D3D_RenderData *data, SDL_Texture * texture, LPDIRECT3DPIXELSH
SDL_assert(*shader == NULL);
if (!texturedata) {
if (texturedata == NULL) {
return SDL_SetError("Texture is not currently available");
}
@ -1029,7 +1028,7 @@ SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
}
#if SDL_HAVE_YUV
if ((!newtexturedata || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) {
if ((newtexturedata == NULL || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) {
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
IDirect3DDevice9_SetTexture(data->device, 2, NULL);
}
@ -1420,7 +1419,7 @@ D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
#endif
}
if (!data) {
if (data == NULL) {
return;
}
@ -1601,13 +1600,13 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
if (renderer == NULL) {
SDL_OutOfMemory();
return NULL;
}
data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
if (data == NULL) {
SDL_free(renderer);
SDL_OutOfMemory();
return NULL;