Use C++ style comments consistently in SDL source code

Implemented using this script:

find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
    core/linux/SDL_evdev_kbd_default_keymap.h \
    events/imKStoUCS.* \
    hidapi \
    joystick/controller_type.c \
    joystick/controller_type.h \
    joystick/hidapi/steam/controller_constants.h \
    joystick/hidapi/steam/controller_structs.h \
    joystick/SDL_gamepad_db.h \
    libm \
    render/*/*Shader*.h \
    render/vitagxm/SDL_render_vita_gxm_shaders.h \
    render/metal/SDL_shaders_metal_*.h \
    stdlib/SDL_malloc.c \
    stdlib/SDL_qsort.c \
    stdlib/SDL_strtokr.c \
    test/ \
    video/directx/SDL_d3d12_xbox_cmacros.h \
    video/directx/d3d12.h \
    video/directx/d3d12sdklayers.h \
    video/khronos \
    video/x11/edid-parse.c \
    video/x11/xsettings-client.* \
    video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
This commit is contained in:
Sam Lantinga
2024-08-22 10:30:45 -07:00
parent 658fc3db0f
commit 6501e90018
743 changed files with 11882 additions and 11882 deletions

View File

@@ -29,7 +29,7 @@
#include "SDL_rawinputjoystick_c.h"
#include "../hidapi/SDL_hidapijoystick_c.h"
/* Set up for C function definitions, even when using C++ */
// Set up for C function definitions, even when using C++
#ifdef __cplusplus
extern "C" {
#endif
@@ -49,7 +49,7 @@ int SDL_XINPUT_JoystickInit(void)
s_bXInputEnabled = SDL_GetHintBoolean(SDL_HINT_XINPUT_ENABLED, SDL_TRUE);
if (s_bXInputEnabled && WIN_LoadXInputDLL() < 0) {
s_bXInputEnabled = SDL_FALSE; /* oh well. */
s_bXInputEnabled = SDL_FALSE; // oh well.
}
return 0;
}
@@ -97,7 +97,7 @@ static SDL_bool GetXInputDeviceInfo(Uint8 userid, Uint16 *pVID, Uint16 *pPID, Ui
SDL_XINPUT_CAPABILITIES_EX capabilities;
if (!XINPUTGETCAPABILITIESEX || XINPUTGETCAPABILITIESEX(1, userid, 0, &capabilities) != ERROR_SUCCESS) {
/* Use a generic VID/PID representing an XInput controller */
// Use a generic VID/PID representing an XInput controller
if (pVID) {
*pVID = USB_VENDOR_MICROSOFT;
}
@@ -107,7 +107,7 @@ static SDL_bool GetXInputDeviceInfo(Uint8 userid, Uint16 *pVID, Uint16 *pPID, Ui
return SDL_FALSE;
}
/* Fixup for Wireless Xbox 360 Controller */
// Fixup for Wireless Xbox 360 Controller
if (capabilities.ProductId == 0 && capabilities.Capabilities.Flags & XINPUT_CAPS_WIRELESS) {
capabilities.VendorId = USB_VENDOR_MICROSOFT;
capabilities.ProductId = USB_PRODUCT_XBOX360_XUSB_CONTROLLER;
@@ -149,7 +149,7 @@ static void AddXInputDevice(Uint8 userid, BYTE SubType, JoyStick_DeviceData **pC
#ifdef SDL_JOYSTICK_RAWINPUT
if (RAWINPUT_IsEnabled()) {
/* The raw input driver handles more than 4 controllers, so prefer that when available */
// The raw input driver handles more than 4 controllers, so prefer that when available
/* We do this check here rather than at the top of SDL_XINPUT_JoystickDetect() because
we need to check XInput state before RAWINPUT gets a hold of the device, otherwise
when a controller is connected via the wireless adapter, it will shut down at the
@@ -167,7 +167,7 @@ static void AddXInputDevice(Uint8 userid, BYTE SubType, JoyStick_DeviceData **pC
while (pNewJoystick) {
if (pNewJoystick->bXInputDevice && (pNewJoystick->XInputUserId == userid) && (pNewJoystick->SubType == SubType)) {
/* if we are replacing the front of the list then update it */
// if we are replacing the front of the list then update it
if (pNewJoystick == *pContext) {
*pContext = pNewJoystick->pNext;
} else if (pPrevJoystick) {
@@ -176,7 +176,7 @@ static void AddXInputDevice(Uint8 userid, BYTE SubType, JoyStick_DeviceData **pC
pNewJoystick->pNext = SYS_Joystick;
SYS_Joystick = pNewJoystick;
return; /* already in the list. */
return; // already in the list.
}
pPrevJoystick = pNewJoystick;
@@ -185,7 +185,7 @@ static void AddXInputDevice(Uint8 userid, BYTE SubType, JoyStick_DeviceData **pC
pNewJoystick = (JoyStick_DeviceData *)SDL_calloc(1, sizeof(JoyStick_DeviceData));
if (!pNewJoystick) {
return; /* better luck next time? */
return; // better luck next time?
}
name = GetXInputName(userid, SubType);
@@ -194,7 +194,7 @@ static void AddXInputDevice(Uint8 userid, BYTE SubType, JoyStick_DeviceData **pC
pNewJoystick->joystickname = SDL_CreateJoystickName(vendor, product, NULL, name);
if (!pNewJoystick->joystickname) {
SDL_free(pNewJoystick);
return; /* better luck next time? */
return; // better luck next time?
}
(void)SDL_snprintf(pNewJoystick->path, sizeof(pNewJoystick->path), "XInput#%u", userid);
pNewJoystick->guid = SDL_CreateJoystickGUID(SDL_HARDWARE_BUS_USB, vendor, product, version, NULL, name, 'x', SubType);
@@ -222,7 +222,7 @@ void SDL_XINPUT_JoystickDetect(JoyStick_DeviceData **pContext)
return;
}
/* iterate in reverse, so these are in the final list in ascending numeric order. */
// iterate in reverse, so these are in the final list in ascending numeric order.
for (iuserid = XUSER_MAX_COUNT - 1; iuserid >= 0; iuserid--) {
const Uint8 userid = (Uint8)iuserid;
XINPUT_CAPABILITIES capabilities;
@@ -240,7 +240,7 @@ SDL_bool SDL_XINPUT_JoystickPresent(Uint16 vendor, Uint16 product, Uint16 versio
return SDL_FALSE;
}
/* iterate in reverse, so these are in the final list in ascending numeric order. */
// iterate in reverse, so these are in the final list in ascending numeric order.
for (iuserid = 0; iuserid < XUSER_MAX_COUNT; ++iuserid) {
const Uint8 userid = (Uint8)iuserid;
Uint16 slot_vendor;
@@ -277,7 +277,7 @@ int SDL_XINPUT_JoystickOpen(SDL_Joystick *joystick, JoyStick_DeviceData *joystic
joystick->hwdata->bXInputHaptic = (XINPUTSETSTATE(userId, &state) == ERROR_SUCCESS);
joystick->hwdata->userid = userId;
/* The XInput API has a hard coded button/axis mapping, so we just match it */
// The XInput API has a hard coded button/axis mapping, so we just match it
joystick->naxes = 6;
joystick->nbuttons = 11;
joystick->nhats = 1;
@@ -399,10 +399,10 @@ void SDL_XINPUT_JoystickUpdate(SDL_Joystick *joystick)
}
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
/* XInputOnGameInput doesn't ever change dwPacketNumber, so have to just update every frame */
// XInputOnGameInput doesn't ever change dwPacketNumber, so have to just update every frame
UpdateXInputJoystickState(joystick, &XInputState, &XBatteryInformation);
#else
/* only fire events if the data changed from last time */
// only fire events if the data changed from last time
if (XInputState.dwPacketNumber && XInputState.dwPacketNumber != joystick->hwdata->dwPacketNumber) {
UpdateXInputJoystickState(joystick, &XInputState, &XBatteryInformation);
joystick->hwdata->dwPacketNumber = XInputState.dwPacketNumber;
@@ -422,12 +422,12 @@ void SDL_XINPUT_JoystickQuit(void)
}
}
/* Ends C function definitions when using C++ */
// Ends C function definitions when using C++
#ifdef __cplusplus
}
#endif
#else /* !SDL_JOYSTICK_XINPUT */
#else // !SDL_JOYSTICK_XINPUT
typedef struct JoyStick_DeviceData JoyStick_DeviceData;
@@ -472,4 +472,4 @@ void SDL_XINPUT_JoystickQuit(void)
{
}
#endif /* SDL_JOYSTICK_XINPUT */
#endif // SDL_JOYSTICK_XINPUT