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

(cherry picked from commit 5750bcb174)
This commit is contained in:
Sam Lantinga 2022-11-30 12:51:59 -08:00
parent 5c4bc807f7
commit b8d85c6939
764 changed files with 50598 additions and 54407 deletions

View file

@ -22,13 +22,14 @@
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
#else
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#endif
static SDL_Window *window;
typedef struct _Object {
typedef struct _Object
{
struct _Object *next;
int x1, y1, x2, y2;
@ -49,8 +50,7 @@ static float wheel_y = SCREEN_HEIGHT * 0.5f;
static SDL_bool done = SDL_FALSE;
void
DrawObject(SDL_Renderer * renderer, Object * object)
void DrawObject(SDL_Renderer *renderer, Object *object)
{
SDL_SetRenderDrawColor(renderer, object->r, object->g, object->b, 255);
@ -80,8 +80,7 @@ DrawObject(SDL_Renderer * renderer, Object * object)
}
}
void
DrawObjects(SDL_Renderer * renderer)
void DrawObjects(SDL_Renderer *renderer)
{
Object *next = objects;
while (next != NULL) {
@ -90,8 +89,7 @@ DrawObjects(SDL_Renderer * renderer)
}
}
void
AppendObject(Object *object)
void AppendObject(Object *object)
{
if (objects) {
Object *next = objects;
@ -104,8 +102,7 @@ AppendObject(Object *object)
}
}
void
loop(void *arg)
void loop(void *arg)
{
SDL_Renderer *renderer = (SDL_Renderer *)arg;
SDL_Event event;
@ -114,23 +111,23 @@ loop(void *arg)
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEWHEEL:
if (event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) {
event.wheel.preciseX *= -1.0f;
event.wheel.preciseY *= -1.0f;
event.wheel.x *= -1;
event.wheel.y *= -1;
}
if (event.wheel.preciseX != 0.0f) {
wheel_x_active = SDL_TRUE;
/* "positive to the right and negative to the left" */
wheel_x += event.wheel.preciseX * 10.0f;
}
if (event.wheel.preciseY != 0.0f) {
wheel_y_active = SDL_TRUE;
/* "positive away from the user and negative towards the user" */
wheel_y -= event.wheel.preciseY * 10.0f;
}
break;
if (event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) {
event.wheel.preciseX *= -1.0f;
event.wheel.preciseY *= -1.0f;
event.wheel.x *= -1;
event.wheel.y *= -1;
}
if (event.wheel.preciseX != 0.0f) {
wheel_x_active = SDL_TRUE;
/* "positive to the right and negative to the left" */
wheel_x += event.wheel.preciseX * 10.0f;
}
if (event.wheel.preciseY != 0.0f) {
wheel_y_active = SDL_TRUE;
/* "positive away from the user and negative towards the user" */
wheel_y -= event.wheel.preciseY * 10.0f;
}
break;
case SDL_MOUSEMOTION:
if (active == NULL) {
@ -150,11 +147,28 @@ loop(void *arg)
}
switch (event.button.button) {
case SDL_BUTTON_LEFT: active->r = 255; buttons |= SDL_BUTTON_LMASK; break;
case SDL_BUTTON_MIDDLE: active->g = 255; buttons |= SDL_BUTTON_MMASK; break;
case SDL_BUTTON_RIGHT: active->b = 255; buttons |= SDL_BUTTON_RMASK; break;
case SDL_BUTTON_X1: active->r = 255; active->b = 255; buttons |= SDL_BUTTON_X1MASK; break;
case SDL_BUTTON_X2: active->g = 255; active->b = 255; buttons |= SDL_BUTTON_X2MASK; break;
case SDL_BUTTON_LEFT:
active->r = 255;
buttons |= SDL_BUTTON_LMASK;
break;
case SDL_BUTTON_MIDDLE:
active->g = 255;
buttons |= SDL_BUTTON_MMASK;
break;
case SDL_BUTTON_RIGHT:
active->b = 255;
buttons |= SDL_BUTTON_RMASK;
break;
case SDL_BUTTON_X1:
active->r = 255;
active->b = 255;
buttons |= SDL_BUTTON_X1MASK;
break;
case SDL_BUTTON_X2:
active->g = 255;
active->b = 255;
buttons |= SDL_BUTTON_X2MASK;
break;
}
break;
@ -164,11 +178,21 @@ loop(void *arg)
}
switch (event.button.button) {
case SDL_BUTTON_LEFT: buttons &= ~SDL_BUTTON_LMASK; break;
case SDL_BUTTON_MIDDLE: buttons &= ~SDL_BUTTON_MMASK; break;
case SDL_BUTTON_RIGHT: buttons &= ~SDL_BUTTON_RMASK; break;
case SDL_BUTTON_X1: buttons &= ~SDL_BUTTON_X1MASK; break;
case SDL_BUTTON_X2: buttons &= ~SDL_BUTTON_X2MASK; break;
case SDL_BUTTON_LEFT:
buttons &= ~SDL_BUTTON_LMASK;
break;
case SDL_BUTTON_MIDDLE:
buttons &= ~SDL_BUTTON_MMASK;
break;
case SDL_BUTTON_RIGHT:
buttons &= ~SDL_BUTTON_RMASK;
break;
case SDL_BUTTON_X1:
buttons &= ~SDL_BUTTON_X1MASK;
break;
case SDL_BUTTON_X2:
buttons &= ~SDL_BUTTON_X2MASK;
break;
}
if (buttons == 0) {
@ -225,8 +249,7 @@ loop(void *arg)
#endif
}
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
SDL_Renderer *renderer;