Removed SDL_bool in favor of plain bool

We require stdbool.h in the build environment, so we might as well use the plain bool type.

If your environment doesn't have stdbool.h, this simple replacement will suffice:
typedef signed char bool;
This commit is contained in:
Sam Lantinga 2024-09-18 07:52:28 -07:00
parent 9dd8859240
commit a90ad3b0e2
258 changed files with 4052 additions and 4057 deletions

View file

@ -42,7 +42,7 @@
typedef struct
{
SDL_bool m_bMoving;
bool m_bMoving;
int m_nLastValue;
int m_nStartingValue;
int m_nFarthestValue;
@ -58,7 +58,7 @@ typedef struct
SDL_Gamepad *gamepad;
char *mapping;
SDL_bool has_bindings;
bool has_bindings;
int audio_route;
int trigger_effect;
@ -78,30 +78,30 @@ static GamepadButton *clear_button = NULL;
static GamepadButton *copy_button = NULL;
static GamepadButton *paste_button = NULL;
static char *backup_mapping = NULL;
static SDL_bool done = SDL_FALSE;
static SDL_bool set_LED = SDL_FALSE;
static bool done = false;
static bool set_LED = false;
static int num_controllers = 0;
static Controller *controllers;
static Controller *controller;
static SDL_JoystickID mapping_controller = 0;
static int binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
static int last_binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
static SDL_bool binding_flow = SDL_FALSE;
static bool binding_flow = false;
static int binding_flow_direction = 0;
static Uint64 binding_advance_time = 0;
static SDL_FRect title_area;
static SDL_bool title_highlighted;
static SDL_bool title_pressed;
static bool title_highlighted;
static bool title_pressed;
static SDL_FRect type_area;
static SDL_bool type_highlighted;
static SDL_bool type_pressed;
static bool type_highlighted;
static bool type_pressed;
static char *controller_name;
static SDL_Joystick *virtual_joystick = NULL;
static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
static float virtual_axis_start_x;
static float virtual_axis_start_y;
static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
static SDL_bool virtual_touchpad_active = SDL_FALSE;
static bool virtual_touchpad_active = false;
static float virtual_touchpad_x;
static float virtual_touchpad_y;
@ -254,24 +254,24 @@ static void CyclePS5TriggerEffect(Controller *device)
static void ClearButtonHighlights(void)
{
title_highlighted = SDL_FALSE;
title_pressed = SDL_FALSE;
title_highlighted = false;
title_pressed = false;
type_highlighted = SDL_FALSE;
type_pressed = SDL_FALSE;
type_highlighted = false;
type_pressed = false;
ClearGamepadImage(image);
SetGamepadDisplayHighlight(gamepad_elements, SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetGamepadTypeDisplayHighlight(gamepad_type, SDL_GAMEPAD_TYPE_UNSELECTED, SDL_FALSE);
SetGamepadButtonHighlight(setup_mapping_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(done_mapping_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(cancel_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(clear_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(copy_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(paste_button, SDL_FALSE, SDL_FALSE);
SetGamepadDisplayHighlight(gamepad_elements, SDL_GAMEPAD_ELEMENT_INVALID, false);
SetGamepadTypeDisplayHighlight(gamepad_type, SDL_GAMEPAD_TYPE_UNSELECTED, false);
SetGamepadButtonHighlight(setup_mapping_button, false, false);
SetGamepadButtonHighlight(done_mapping_button, false, false);
SetGamepadButtonHighlight(cancel_button, false, false);
SetGamepadButtonHighlight(clear_button, false, false);
SetGamepadButtonHighlight(copy_button, false, false);
SetGamepadButtonHighlight(paste_button, false, false);
}
static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
static void UpdateButtonHighlights(float x, float y, bool button_down)
{
ClearButtonHighlights();
@ -285,19 +285,19 @@ static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
point.x = x;
point.y = y;
if (SDL_PointInRectFloat(&point, &title_area)) {
title_highlighted = SDL_TRUE;
title_highlighted = true;
title_pressed = button_down;
} else {
title_highlighted = SDL_FALSE;
title_pressed = SDL_FALSE;
title_highlighted = false;
title_pressed = false;
}
if (SDL_PointInRectFloat(&point, &type_area)) {
type_highlighted = SDL_TRUE;
type_highlighted = true;
type_pressed = button_down;
} else {
type_highlighted = SDL_FALSE;
type_pressed = SDL_FALSE;
type_highlighted = false;
type_pressed = false;
}
if (controller->joystick != virtual_joystick) {
@ -364,7 +364,7 @@ static void SetAndFreeGamepadMapping(char *mapping)
SDL_free(mapping);
}
static void SetCurrentBindingElement(int element, SDL_bool flow)
static void SetCurrentBindingElement(int element, bool flow)
{
int i;
@ -400,11 +400,11 @@ static void SetNextBindingElement(void)
for (i = 0; i < SDL_arraysize(s_arrBindingOrder); ++i) {
if (binding_element == s_arrBindingOrder[i]) {
binding_flow_direction = 1;
SetCurrentBindingElement(s_arrBindingOrder[i + 1], SDL_TRUE);
SetCurrentBindingElement(s_arrBindingOrder[i + 1], true);
return;
}
}
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false);
}
static void SetPrevBindingElement(void)
@ -418,16 +418,16 @@ static void SetPrevBindingElement(void)
for (i = 1; i < SDL_arraysize(s_arrBindingOrder); ++i) {
if (binding_element == s_arrBindingOrder[i]) {
binding_flow_direction = -1;
SetCurrentBindingElement(s_arrBindingOrder[i - 1], SDL_TRUE);
SetCurrentBindingElement(s_arrBindingOrder[i - 1], true);
return;
}
}
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false);
}
static void StopBinding(void)
{
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false);
}
typedef struct
@ -436,10 +436,10 @@ typedef struct
int direction;
} AxisInfo;
static SDL_bool ParseAxisInfo(const char *description, AxisInfo *info)
static bool ParseAxisInfo(const char *description, AxisInfo *info)
{
if (!description) {
return SDL_FALSE;
return false;
}
if (*description == '-') {
@ -455,16 +455,16 @@ static SDL_bool ParseAxisInfo(const char *description, AxisInfo *info)
if (description[0] == 'a' && SDL_isdigit(description[1])) {
++description;
info->axis = SDL_atoi(description);
return SDL_TRUE;
return true;
}
return SDL_FALSE;
return false;
}
static void CommitBindingElement(const char *binding, SDL_bool force)
static void CommitBindingElement(const char *binding, bool force)
{
char *mapping;
int direction = 1;
SDL_bool ignore_binding = SDL_FALSE;
bool ignore_binding = false;
if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
return;
@ -479,36 +479,36 @@ static void CommitBindingElement(const char *binding, SDL_bool force)
/* If the controller generates multiple events for a single element, pick the best one */
if (!force && binding_advance_time) {
char *current = GetElementBinding(mapping, binding_element);
SDL_bool native_button = (binding_element < SDL_GAMEPAD_BUTTON_COUNT);
SDL_bool native_axis = (binding_element >= SDL_GAMEPAD_BUTTON_COUNT &&
bool native_button = (binding_element < SDL_GAMEPAD_BUTTON_COUNT);
bool native_axis = (binding_element >= SDL_GAMEPAD_BUTTON_COUNT &&
binding_element <= SDL_GAMEPAD_ELEMENT_AXIS_MAX);
SDL_bool native_trigger = (binding_element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
bool native_trigger = (binding_element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
binding_element == SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER);
SDL_bool native_dpad = (binding_element == SDL_GAMEPAD_BUTTON_DPAD_UP ||
bool native_dpad = (binding_element == SDL_GAMEPAD_BUTTON_DPAD_UP ||
binding_element == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
binding_element == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
binding_element == SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
if (native_button) {
SDL_bool current_button = (current && *current == 'b');
SDL_bool proposed_button = (binding && *binding == 'b');
bool current_button = (current && *current == 'b');
bool proposed_button = (binding && *binding == 'b');
if (current_button && !proposed_button) {
ignore_binding = SDL_TRUE;
ignore_binding = true;
}
/* Use the lower index button (we map from lower to higher button index) */
if (current_button && proposed_button && current[1] < binding[1]) {
ignore_binding = SDL_TRUE;
ignore_binding = true;
}
}
if (native_axis) {
AxisInfo current_axis_info = { 0, 0 };
AxisInfo proposed_axis_info = { 0, 0 };
SDL_bool current_axis = ParseAxisInfo(current, &current_axis_info);
SDL_bool proposed_axis = ParseAxisInfo(binding, &proposed_axis_info);
bool current_axis = ParseAxisInfo(current, &current_axis_info);
bool proposed_axis = ParseAxisInfo(binding, &proposed_axis_info);
if (current_axis) {
/* Ignore this unless the proposed binding extends the existing axis */
ignore_binding = SDL_TRUE;
ignore_binding = true;
if (native_trigger &&
((*current == '-' && *binding == '+' &&
@ -517,24 +517,24 @@ static void CommitBindingElement(const char *binding, SDL_bool force)
SDL_strcmp(current + 1, binding + 1) == 0))) {
/* Merge two half axes into a whole axis for a trigger */
++binding;
ignore_binding = SDL_FALSE;
ignore_binding = false;
}
/* Use the lower index axis (we map from lower to higher axis index) */
if (proposed_axis && proposed_axis_info.axis < current_axis_info.axis) {
ignore_binding = SDL_FALSE;
ignore_binding = false;
}
}
}
if (native_dpad) {
SDL_bool current_hat = (current && *current == 'h');
SDL_bool proposed_hat = (binding && *binding == 'h');
bool current_hat = (current && *current == 'h');
bool proposed_hat = (binding && *binding == 'h');
if (current_hat && !proposed_hat) {
ignore_binding = SDL_TRUE;
ignore_binding = true;
}
/* Use the lower index hat (we map from lower to higher hat index) */
if (current_hat && proposed_hat && current[1] < binding[1]) {
ignore_binding = SDL_TRUE;
ignore_binding = true;
}
}
SDL_free(current);
@ -550,43 +550,43 @@ static void CommitBindingElement(const char *binding, SDL_bool force)
/* Bind it! */
} else if (binding_element == action_backward) {
if (existing == action_forward) {
SDL_bool bound_backward = MappingHasElement(controller->mapping, action_backward);
bool bound_backward = MappingHasElement(controller->mapping, action_backward);
if (bound_backward) {
/* Just move on to the next one */
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetNextBindingElement();
} else {
/* You can't skip the backward action, go back and start over */
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetPrevBindingElement();
}
} else if (existing == action_backward && binding_flow_direction == -1) {
/* Keep going backwards */
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetPrevBindingElement();
} else {
/* Bind it! */
}
} else if (existing == action_forward) {
/* Just move on to the next one */
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetNextBindingElement();
} else if (existing == action_backward) {
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetPrevBindingElement();
} else if (existing == binding_element) {
/* We're rebinding the same thing, just move to the next one */
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetNextBindingElement();
} else if (existing == action_delete) {
/* Clear the current binding and move to the next one */
binding = NULL;
direction = 1;
force = SDL_TRUE;
force = true;
} else if (binding_element != action_forward &&
binding_element != action_backward) {
/* Actually, we'll just clear the existing binding */
/*ignore_binding = SDL_TRUE;*/
/*ignore_binding = true;*/
}
}
}
@ -618,7 +618,7 @@ static void CommitBindingElement(const char *binding, SDL_bool force)
static void ClearBinding(void)
{
CommitBindingElement(NULL, SDL_TRUE);
CommitBindingElement(NULL, true);
}
static void SetDisplayMode(ControllerDisplayMode mode)
@ -633,9 +633,9 @@ static void SetDisplayMode(ControllerDisplayMode mode)
}
mapping_controller = controller->id;
if (MappingHasBindings(backup_mapping)) {
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false);
} else {
SetCurrentBindingElement(SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE);
SetCurrentBindingElement(SDL_GAMEPAD_BUTTON_SOUTH, true);
}
} else {
if (backup_mapping) {
@ -652,7 +652,7 @@ static void SetDisplayMode(ControllerDisplayMode mode)
button_state = SDL_GetMouseState(&x, &y);
SDL_RenderCoordinatesFromWindow(screen, x, y, &x, &y);
UpdateButtonHighlights(x, y, button_state ? SDL_TRUE : SDL_FALSE);
UpdateButtonHighlights(x, y, button_state ? true : false);
}
static void CancelMapping(void)
@ -666,7 +666,7 @@ static void CancelMapping(void)
static void ClearMapping(void)
{
SetAndFreeGamepadMapping(NULL);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false);
}
static void CopyMapping(void)
@ -887,7 +887,7 @@ static void SetController(SDL_JoystickID id)
RefreshControllerName();
}
static void AddController(SDL_JoystickID id, SDL_bool verbose)
static void AddController(SDL_JoystickID id, bool verbose)
{
Controller *new_controllers;
Controller *new_controller;
@ -999,7 +999,7 @@ static void HandleGamepadRemapped(SDL_JoystickID id)
controllers[i].has_bindings = MappingHasBindings(mapping);
}
static void HandleGamepadAdded(SDL_JoystickID id, SDL_bool verbose)
static void HandleGamepadAdded(SDL_JoystickID id, bool verbose)
{
SDL_Gamepad *gamepad;
Uint16 firmware_version;
@ -1034,15 +1034,15 @@ static void HandleGamepadAdded(SDL_JoystickID id, SDL_bool verbose)
SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN, false)) {
SDL_Log("Has player LED");
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false)) {
SDL_Log("Rumble supported");
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false)) {
SDL_Log("Trigger rumble supported");
}
@ -1058,7 +1058,7 @@ static void HandleGamepadAdded(SDL_JoystickID id, SDL_bool verbose)
if (verbose) {
SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
}
SDL_SetGamepadSensorEnabled(gamepad, sensor, SDL_TRUE);
SDL_SetGamepadSensorEnabled(gamepad, sensor, true);
}
}
@ -1106,21 +1106,21 @@ static Uint16 ConvertAxisToRumble(Sint16 axisval)
}
}
static SDL_bool ShowingFront(void)
static bool ShowingFront(void)
{
SDL_bool showing_front = SDL_TRUE;
bool showing_front = true;
int i;
/* Show the back of the gamepad if the paddles are being held or bound */
for (i = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1; i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2; ++i) {
if (SDL_GetGamepadButton(controller->gamepad, (SDL_GamepadButton)i) ||
binding_element == i) {
showing_front = SDL_FALSE;
showing_front = false;
break;
}
}
if ((SDL_GetModState() & SDL_KMOD_SHIFT) && binding_element != SDL_GAMEPAD_ELEMENT_NAME) {
showing_front = SDL_FALSE;
showing_front = false;
}
return showing_front;
}
@ -1130,22 +1130,22 @@ static void SDLCALL VirtualGamepadSetPlayerIndex(void *userdata, int player_inde
SDL_Log("Virtual Gamepad: player index set to %d\n", player_index);
}
static SDL_bool SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
static bool SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
SDL_Log("Virtual Gamepad: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
return SDL_TRUE;
return true;
}
static SDL_bool SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
static bool SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
{
SDL_Log("Virtual Gamepad: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
return SDL_TRUE;
return true;
}
static SDL_bool SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
static bool SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
{
SDL_Log("Virtual Gamepad: LED set to RGB %d,%d,%d\n", red, green, blue);
return SDL_TRUE;
return true;
}
static void OpenVirtualGamepad(void)
@ -1210,7 +1210,7 @@ static void VirtualGamepadMouseMotion(float x, float y)
const float MOVING_DISTANCE = 2.0f;
if (SDL_fabs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
SDL_fabs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_FALSE);
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, false);
virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
}
}
@ -1248,7 +1248,7 @@ static void VirtualGamepadMouseMotion(float x, float y)
GetGamepadTouchpadArea(image, &touchpad);
virtual_touchpad_x = (x - touchpad.x) / touchpad.w;
virtual_touchpad_y = (y - touchpad.y) / touchpad.h;
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_TRUE, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, true, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
}
}
@ -1261,17 +1261,17 @@ static void VirtualGamepadMouseDown(float x, float y)
SDL_FRect touchpad;
GetGamepadTouchpadArea(image, &touchpad);
if (SDL_PointInRectFloat(&point, &touchpad)) {
virtual_touchpad_active = SDL_TRUE;
virtual_touchpad_active = true;
virtual_touchpad_x = (x - touchpad.x) / touchpad.w;
virtual_touchpad_y = (y - touchpad.y) / touchpad.h;
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_TRUE, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, true, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
}
return;
}
if (element < SDL_GAMEPAD_BUTTON_COUNT) {
virtual_button_active = (SDL_GamepadButton)element;
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_TRUE);
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, true);
} else {
switch (element) {
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE:
@ -1301,7 +1301,7 @@ static void VirtualGamepadMouseDown(float x, float y)
static void VirtualGamepadMouseUp(float x, float y)
{
if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_FALSE);
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, false);
virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
}
@ -1317,8 +1317,8 @@ static void VirtualGamepadMouseUp(float x, float y)
}
if (virtual_touchpad_active) {
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_FALSE, virtual_touchpad_x, virtual_touchpad_y, 0.0f);
virtual_touchpad_active = SDL_FALSE;
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, false, virtual_touchpad_x, virtual_touchpad_y, 0.0f);
virtual_touchpad_active = false;
}
}
@ -1464,11 +1464,11 @@ static void DrawBindingTips(SDL_Renderer *renderer)
Uint8 r, g, b, a;
SDL_FRect rect;
SDL_GamepadButton action_forward = SDL_GAMEPAD_BUTTON_SOUTH;
SDL_bool bound_forward = MappingHasElement(controller->mapping, action_forward);
bool bound_forward = MappingHasElement(controller->mapping, action_forward);
SDL_GamepadButton action_backward = SDL_GAMEPAD_BUTTON_EAST;
SDL_bool bound_backward = MappingHasElement(controller->mapping, action_backward);
bool bound_backward = MappingHasElement(controller->mapping, action_backward);
SDL_GamepadButton action_delete = SDL_GAMEPAD_BUTTON_WEST;
SDL_bool bound_delete = MappingHasElement(controller->mapping, action_delete);
bool bound_delete = MappingHasElement(controller->mapping, action_delete);
y -= (FONT_CHARACTER_SIZE + BUTTON_MARGIN) / 2;
@ -1584,7 +1584,7 @@ static void loop(void *arg)
switch (event.type) {
case SDL_EVENT_JOYSTICK_ADDED:
AddController(event.jdevice.which, SDL_TRUE);
AddController(event.jdevice.which, true);
break;
case SDL_EVENT_JOYSTICK_REMOVED:
@ -1647,7 +1647,7 @@ static void loop(void *arg)
#ifdef DEBUG_AXIS_MAPPING
SDL_Log("AXIS %d axis_min = %d, axis_max = %d, binding = %s\n", event.jaxis.axis, axis_min, axis_max, binding);
#endif
CommitBindingElement(binding, SDL_FALSE);
CommitBindingElement(binding, false);
}
}
break;
@ -1665,7 +1665,7 @@ static void loop(void *arg)
char binding[12];
SDL_snprintf(binding, sizeof(binding), "b%d", event.jbutton.button);
CommitBindingElement(binding, SDL_FALSE);
CommitBindingElement(binding, false);
}
break;
@ -1677,12 +1677,12 @@ static void loop(void *arg)
char binding[12];
SDL_snprintf(binding, sizeof(binding), "h%d.%d", event.jhat.hat, event.jhat.value);
CommitBindingElement(binding, SDL_FALSE);
CommitBindingElement(binding, false);
}
break;
case SDL_EVENT_GAMEPAD_ADDED:
HandleGamepadAdded(event.gdevice.which, SDL_TRUE);
HandleGamepadAdded(event.gdevice.which, true);
break;
case SDL_EVENT_GAMEPAD_REMOVED:
@ -1801,9 +1801,9 @@ static void loop(void *arg)
} else if (GamepadButtonContains(paste_button, event.button.x, event.button.y)) {
PasteMapping();
} else if (title_pressed) {
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_NAME, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_NAME, false);
} else if (type_pressed) {
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_TYPE, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_TYPE, false);
} else if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
int type = GetGamepadTypeDisplayAt(gamepad_type, event.button.x, event.button.y);
if (type != SDL_GAMEPAD_TYPE_UNSELECTED) {
@ -1821,14 +1821,14 @@ static void loop(void *arg)
gamepad_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, event.button.x, event.button.y);
}
if (gamepad_element != SDL_GAMEPAD_ELEMENT_INVALID) {
/* Set this to SDL_FALSE if you don't want to start the binding flow at this point */
const SDL_bool should_start_flow = SDL_TRUE;
/* Set this to false if you don't want to start the binding flow at this point */
const bool should_start_flow = true;
SetCurrentBindingElement(gamepad_element, should_start_flow);
}
joystick_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, event.button.x, event.button.y);
if (joystick_element) {
CommitBindingElement(joystick_element, SDL_TRUE);
CommitBindingElement(joystick_element, true);
SDL_free(joystick_element);
}
}
@ -1840,7 +1840,7 @@ static void loop(void *arg)
if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
}
UpdateButtonHighlights(event.motion.x, event.motion.y, event.motion.state ? SDL_TRUE : SDL_FALSE);
UpdateButtonHighlights(event.motion.x, event.motion.y, event.motion.state ? true : false);
break;
case SDL_EVENT_KEY_DOWN:
@ -1859,7 +1859,7 @@ static void loop(void *arg)
} else if (event.key.key == SDLK_R && (event.key.mod & SDL_KMOD_CTRL)) {
SDL_ReloadGamepadMappings();
} else if (event.key.key == SDLK_ESCAPE) {
done = SDL_TRUE;
done = true;
}
} else if (display_mode == CONTROLLER_MODE_BINDING) {
if (event.key.key == SDLK_C && (event.key.mod & SDL_KMOD_CTRL)) {
@ -1912,7 +1912,7 @@ static void loop(void *arg)
}
break;
case SDL_EVENT_QUIT:
done = SDL_TRUE;
done = true;
break;
default:
break;
@ -1940,7 +1940,7 @@ static void loop(void *arg)
UpdateGamepadImageFromGamepad(image, controller->gamepad);
if (display_mode == CONTROLLER_MODE_BINDING &&
binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
SetGamepadImageElement(image, binding_element, SDL_TRUE);
SetGamepadImageElement(image, binding_element, true);
}
RenderGamepadImage(image);
@ -1983,7 +1983,7 @@ static void loop(void *arg)
int main(int argc, char *argv[])
{
SDL_bool show_mappings = SDL_FALSE;
bool show_mappings = false;
int i;
float content_scale;
int screen_width, screen_height;
@ -2015,7 +2015,7 @@ int main(int argc, char *argv[])
consumed = SDLTest_CommonArg(state, i);
if (!consumed) {
if (SDL_strcmp(argv[i], "--mappings") == 0) {
show_mappings = SDL_TRUE;
show_mappings = true;
consumed = 1;
} else if (SDL_strcmp(argv[i], "--virtual") == 0) {
OpenVirtualGamepad();