mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-04-21 23:05:49 +00:00
Changed main callback return values to an enumeration
Fixes https://github.com/libsdl-org/SDL/issues/10515
This commit is contained in:
@@ -17,7 +17,7 @@ static SDL_AudioStream *stream = NULL;
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static int total_samples_generated = 0;
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/* This function runs once at startup. */
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_AudioSpec spec;
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@@ -51,7 +51,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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@@ -60,7 +60,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
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}
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/* This function runs once per frame, and is the heart of the program. */
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int SDL_AppIterate(void *appstate)
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* see if we need to feed the audio stream more data yet.
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We're being lazy here, but if there's less than half a second queued, generate more.
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@@ -49,7 +49,7 @@ static void SDLCALL FeedTheAudioStreamMore(void *userdata, SDL_AudioStream *astr
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}
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/* This function runs once at startup. */
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_AudioSpec spec;
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@@ -83,7 +83,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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@@ -92,7 +92,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
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}
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/* This function runs once per frame, and is the heart of the program. */
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int SDL_AppIterate(void *appstate)
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* we're not doing anything with the renderer, so just blank it out. */
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SDL_RenderClear(renderer);
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@@ -26,7 +26,7 @@ static Uint8 *wav_data = NULL;
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static Uint32 wav_data_len = 0;
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/* This function runs once at startup. */
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_AudioSpec spec;
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char *wav_path = NULL;
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@@ -65,7 +65,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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@@ -74,7 +74,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
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}
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/* This function runs once per frame, and is the heart of the program. */
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int SDL_AppIterate(void *appstate)
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* see if we need to feed the audio stream more data yet.
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We're being lazy here, but if there's less than the entire wav file left to play,
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@@ -76,7 +76,7 @@ static void set_rect_xy_(SDL_FRect *r, short x, short y)
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r->y = (float)(y * SNAKE_BLOCK_SIZE_IN_PIXELS);
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}
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int SDL_AppIterate(void *appstate)
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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AppState *as;
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SnakeContext *ctx;
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@@ -109,7 +109,7 @@ int SDL_AppIterate(void *appstate)
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return SDL_APP_CONTINUE;
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}
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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(void)argc;
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(void)argv;
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@@ -134,7 +134,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_CONTINUE;
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}
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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SnakeContext *ctx = &((AppState *)appstate)->snake_ctx;
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switch (event->type) {
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@@ -21,7 +21,7 @@ static float previous_touch_x = -1.0f;
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static float previous_touch_y = -1.0f;
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/* This function runs once at startup. */
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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if (SDL_Init(SDL_INIT_VIDEO) == -1) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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@@ -52,7 +52,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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@@ -84,7 +84,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
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}
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/* This function runs once per frame, and is the heart of the program. */
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int SDL_AppIterate(void *appstate)
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* make sure we're drawing to the window and not the render target */
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SDL_SetRenderTarget(renderer, NULL);
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@@ -23,7 +23,7 @@ static int fade_direction = 1;
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/* This function runs once at startup. */
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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if (SDL_Init(SDL_INIT_VIDEO) == -1) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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@@ -39,7 +39,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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@@ -48,7 +48,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
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}
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/* This function runs once per frame, and is the heart of the program. */
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int SDL_AppIterate(void *appstate)
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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/* since we're always fading red, we leave green and blue at zero.
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alpha doesn't mean much here, so leave it at full (255, no transparency). */
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@@ -15,7 +15,7 @@ static SDL_Renderer *renderer = NULL;
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static SDL_FPoint points[500];
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/* This function runs once at startup. */
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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int i;
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@@ -39,7 +39,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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@@ -48,7 +48,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
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}
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/* This function runs once per frame, and is the heart of the program. */
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int SDL_AppIterate(void *appstate)
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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SDL_FRect rect;
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@@ -14,7 +14,7 @@ static SDL_Renderer *renderer = NULL;
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/* This function runs once at startup. */
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int SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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if (SDL_Init(SDL_INIT_VIDEO) == -1) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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@@ -29,7 +29,7 @@ int SDL_AppInit(void **appstate, int argc, char *argv[])
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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int SDL_AppEvent(void *appstate, const SDL_Event *event)
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SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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@@ -38,7 +38,7 @@ int SDL_AppEvent(void *appstate, const SDL_Event *event)
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}
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/* This function runs once per frame, and is the heart of the program. */
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int SDL_AppIterate(void *appstate)
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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