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
(cherry picked from commit 6a2200823c
to reduce conflicts merging between SDL2 and SDL3)
This commit is contained in:
parent
0739d237ad
commit
fb0ce375f0
386 changed files with 6103 additions and 4637 deletions
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@ -127,7 +127,7 @@ initializeTextures(SDL_Renderer *renderer)
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/* create ship texture from surface */
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ship = SDL_CreateTextureFromSurface(renderer, bmp_surface);
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if (!ship) {
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if (ship == NULL) {
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fatalError("could not create ship texture");
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}
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SDL_SetTextureBlendMode(ship, SDL_BLENDMODE_BLEND);
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@ -145,7 +145,7 @@ initializeTextures(SDL_Renderer *renderer)
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}
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/* create space texture from surface */
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space = SDL_CreateTextureFromSurface(renderer, bmp_surface);
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if (!space) {
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if (space == NULL) {
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fatalError("could not create space texture");
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}
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SDL_FreeSurface(bmp_surface);
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@ -84,14 +84,16 @@ stepParticles(double deltaTime)
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/* is the particle actually active, or is it marked for deletion? */
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if (curr->isActive) {
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/* is the particle off the screen? */
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if (curr->y > screen_h)
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if (curr->y > screen_h) {
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curr->isActive = 0;
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else if (curr->y < 0)
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} else if (curr->y < 0) {
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curr->isActive = 0;
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if (curr->x > screen_w)
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}
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if (curr->x > screen_w) {
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curr->isActive = 0;
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else if (curr->x < 0)
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} else if (curr->x < 0) {
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curr->isActive = 0;
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}
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/* step velocity, then step position */
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curr->yvel += ACCEL * deltaMilliseconds;
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@ -133,15 +135,17 @@ stepParticles(double deltaTime)
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}
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/* if we're a dust particle, shrink our size */
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if (curr->type == dust)
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if (curr->type == dust) {
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curr->size -= deltaMilliseconds * 0.010f;
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}
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}
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/* if we're still active, pack ourselves in the array next
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to the last active guy (pack the array tightly) */
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if (curr->isActive)
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if (curr->isActive) {
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*(slot++) = *curr;
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}
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} /* endif (curr->isActive) */
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curr++;
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}
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@ -188,8 +192,9 @@ explodeEmitter(struct particle *emitter)
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int i;
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for (i = 0; i < 200; i++) {
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if (num_active_particles >= MAX_PARTICLES)
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if (num_active_particles >= MAX_PARTICLES) {
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return;
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}
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/* come up with a random angle and speed for new particle */
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float theta = randomFloat(0, 2.0f * 3.141592);
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@ -226,8 +231,9 @@ void
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spawnTrailFromEmitter(struct particle *emitter)
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{
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if (num_active_particles >= MAX_PARTICLES)
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if (num_active_particles >= MAX_PARTICLES) {
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return;
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}
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/* select the particle at the slot at the end of our array */
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struct particle *p = &particles[num_active_particles];
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@ -262,8 +268,9 @@ void
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spawnEmitterParticle(GLfloat x, GLfloat y)
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{
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if (num_active_particles >= MAX_PARTICLES)
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if (num_active_particles >= MAX_PARTICLES) {
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return;
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}
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/* find particle at endpoint of array */
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struct particle *p = &particles[num_active_particles];
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@ -117,7 +117,7 @@ initializeTexture(SDL_Renderer *renderer)
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/* convert RGBA surface to texture */
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texture = SDL_CreateTextureFromSurface(renderer, bmp_surface);
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if (!texture) {
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if (texture == NULL) {
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fatalError("could not create texture");
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}
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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@ -165,7 +165,7 @@ loadFont(void)
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{
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SDL_Surface *surface = SDL_LoadBMP("kromasky_16x16.bmp");
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if (!surface) {
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if (surface == NULL) {
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printf("Error loading bitmap: %s\n", SDL_GetError());
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return 0;
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} else {
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@ -183,7 +183,7 @@ loadFont(void)
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SDL_BlitSurface(surface, NULL, converted, NULL);
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/* create our texture */
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texture = SDL_CreateTextureFromSurface(renderer, converted);
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if (!texture) {
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if (texture == NULL) {
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printf("texture creation failed: %s\n", SDL_GetError());
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} else {
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/* set blend mode for our texture */
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@ -207,9 +207,9 @@ playSound(struct sound *s)
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break;
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}
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/* if this channel's sound is older than the oldest so far, set it to oldest */
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if (mixer.channels[i].timestamp <
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mixer.channels[oldest_channel].timestamp)
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if (mixer.channels[i].timestamp < mixer.channels[oldest_channel].timestamp) {
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oldest_channel = i;
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}
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}
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/* no empty channels, take the oldest one */
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@ -58,11 +58,11 @@ main(int argc, char *argv[])
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/* create window and renderer */
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window = SDL_CreateWindow(NULL, 0, 0, 320, 480, SDL_WINDOW_ALLOW_HIGHDPI);
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if (!window) {
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if (window == NULL) {
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fatalError("Could not initialize Window");
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}
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renderer = SDL_CreateRenderer(window, -1, 0);
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if (!renderer) {
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if (renderer == NULL) {
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fatalError("Could not create renderer");
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}
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@ -63,7 +63,7 @@ initializeTexture(SDL_Renderer *renderer)
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brush =
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SDL_CreateTextureFromSurface(renderer, bmp_surface);
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SDL_FreeSurface(bmp_surface);
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if (!brush) {
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if (brush == NULL) {
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fatalError("could not create brush texture");
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}
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/* additive blending -- laying strokes on top of eachother makes them brighter */
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