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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
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@@ -24,7 +24,7 @@
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#include "SDL_d3dmath.h"
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/* Direct3D matrix math functions */
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// Direct3D matrix math functions
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Float4X4 MatrixIdentity(void)
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{
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@@ -129,4 +129,4 @@ Float4X4 MatrixRotationZ(float r)
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return m;
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}
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#endif /* (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12) */
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#endif // (SDL_VIDEO_RENDER_D3D || SDL_VIDEO_RENDER_D3D11 || SDL_VIDEO_RENDER_D3D12)
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