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:
parent
5c4bc807f7
commit
b8d85c6939
764 changed files with 50598 additions and 54407 deletions
103
test/testmouse.c
103
test/testmouse.c
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@ -22,13 +22,14 @@
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 480
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#else
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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#endif
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static SDL_Window *window;
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typedef struct _Object {
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typedef struct _Object
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{
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struct _Object *next;
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int x1, y1, x2, y2;
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@ -49,8 +50,7 @@ static float wheel_y = SCREEN_HEIGHT * 0.5f;
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static SDL_bool done = SDL_FALSE;
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void
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DrawObject(SDL_Renderer * renderer, Object * object)
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void DrawObject(SDL_Renderer *renderer, Object *object)
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{
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SDL_SetRenderDrawColor(renderer, object->r, object->g, object->b, 255);
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@ -80,8 +80,7 @@ DrawObject(SDL_Renderer * renderer, Object * object)
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}
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}
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void
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DrawObjects(SDL_Renderer * renderer)
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void DrawObjects(SDL_Renderer *renderer)
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{
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Object *next = objects;
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while (next != NULL) {
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@ -90,8 +89,7 @@ DrawObjects(SDL_Renderer * renderer)
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}
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}
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void
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AppendObject(Object *object)
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void AppendObject(Object *object)
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{
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if (objects) {
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Object *next = objects;
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@ -104,8 +102,7 @@ AppendObject(Object *object)
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}
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}
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void
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loop(void *arg)
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void loop(void *arg)
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{
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SDL_Renderer *renderer = (SDL_Renderer *)arg;
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SDL_Event event;
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@ -114,23 +111,23 @@ loop(void *arg)
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_MOUSEWHEEL:
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if (event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) {
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event.wheel.preciseX *= -1.0f;
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event.wheel.preciseY *= -1.0f;
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event.wheel.x *= -1;
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event.wheel.y *= -1;
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}
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if (event.wheel.preciseX != 0.0f) {
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wheel_x_active = SDL_TRUE;
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/* "positive to the right and negative to the left" */
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wheel_x += event.wheel.preciseX * 10.0f;
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}
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if (event.wheel.preciseY != 0.0f) {
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wheel_y_active = SDL_TRUE;
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/* "positive away from the user and negative towards the user" */
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wheel_y -= event.wheel.preciseY * 10.0f;
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}
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break;
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if (event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) {
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event.wheel.preciseX *= -1.0f;
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event.wheel.preciseY *= -1.0f;
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event.wheel.x *= -1;
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event.wheel.y *= -1;
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}
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if (event.wheel.preciseX != 0.0f) {
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wheel_x_active = SDL_TRUE;
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/* "positive to the right and negative to the left" */
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wheel_x += event.wheel.preciseX * 10.0f;
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}
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if (event.wheel.preciseY != 0.0f) {
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wheel_y_active = SDL_TRUE;
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/* "positive away from the user and negative towards the user" */
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wheel_y -= event.wheel.preciseY * 10.0f;
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}
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break;
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case SDL_MOUSEMOTION:
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if (active == NULL) {
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@ -150,11 +147,28 @@ loop(void *arg)
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}
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switch (event.button.button) {
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case SDL_BUTTON_LEFT: active->r = 255; buttons |= SDL_BUTTON_LMASK; break;
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case SDL_BUTTON_MIDDLE: active->g = 255; buttons |= SDL_BUTTON_MMASK; break;
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case SDL_BUTTON_RIGHT: active->b = 255; buttons |= SDL_BUTTON_RMASK; break;
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case SDL_BUTTON_X1: active->r = 255; active->b = 255; buttons |= SDL_BUTTON_X1MASK; break;
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case SDL_BUTTON_X2: active->g = 255; active->b = 255; buttons |= SDL_BUTTON_X2MASK; break;
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case SDL_BUTTON_LEFT:
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active->r = 255;
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buttons |= SDL_BUTTON_LMASK;
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break;
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case SDL_BUTTON_MIDDLE:
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active->g = 255;
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buttons |= SDL_BUTTON_MMASK;
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break;
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case SDL_BUTTON_RIGHT:
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active->b = 255;
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buttons |= SDL_BUTTON_RMASK;
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break;
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case SDL_BUTTON_X1:
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active->r = 255;
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active->b = 255;
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buttons |= SDL_BUTTON_X1MASK;
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break;
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case SDL_BUTTON_X2:
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active->g = 255;
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active->b = 255;
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buttons |= SDL_BUTTON_X2MASK;
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break;
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}
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break;
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@ -164,11 +178,21 @@ loop(void *arg)
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}
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switch (event.button.button) {
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case SDL_BUTTON_LEFT: buttons &= ~SDL_BUTTON_LMASK; break;
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case SDL_BUTTON_MIDDLE: buttons &= ~SDL_BUTTON_MMASK; break;
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case SDL_BUTTON_RIGHT: buttons &= ~SDL_BUTTON_RMASK; break;
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case SDL_BUTTON_X1: buttons &= ~SDL_BUTTON_X1MASK; break;
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case SDL_BUTTON_X2: buttons &= ~SDL_BUTTON_X2MASK; break;
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case SDL_BUTTON_LEFT:
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buttons &= ~SDL_BUTTON_LMASK;
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break;
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case SDL_BUTTON_MIDDLE:
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buttons &= ~SDL_BUTTON_MMASK;
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break;
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case SDL_BUTTON_RIGHT:
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buttons &= ~SDL_BUTTON_RMASK;
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break;
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case SDL_BUTTON_X1:
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buttons &= ~SDL_BUTTON_X1MASK;
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break;
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case SDL_BUTTON_X2:
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buttons &= ~SDL_BUTTON_X2MASK;
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break;
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}
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if (buttons == 0) {
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@ -225,8 +249,7 @@ loop(void *arg)
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#endif
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}
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int
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main(int argc, char *argv[])
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int main(int argc, char *argv[])
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{
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SDL_Renderer *renderer;
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