Removed SDL_bool in favor of plain bool

We require stdbool.h in the build environment, so we might as well use the plain bool type.

If your environment doesn't have stdbool.h, this simple replacement will suffice:
typedef signed char bool;
This commit is contained in:
Sam Lantinga
2024-09-18 07:52:28 -07:00
parent 9dd8859240
commit a90ad3b0e2
258 changed files with 4052 additions and 4057 deletions

View File

@@ -363,7 +363,7 @@ static void SDL_PrivateGamepadRemapped(SDL_JoystickID instance_id)
/*
* Event filter to fire gamepad events from joystick ones
*/
static SDL_bool SDLCALL SDL_GamepadEventWatcher(void *userdata, SDL_Event *event)
static bool SDLCALL SDL_GamepadEventWatcher(void *userdata, SDL_Event *event)
{
SDL_Gamepad *gamepad;
@@ -1799,7 +1799,7 @@ static GamepadMapping_t *SDL_PrivateGetGamepadMapping(SDL_JoystickID instance_id
/*
* Add or update an entry into the Mappings Database
*/
int SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, SDL_bool closeio)
int SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio)
{
const char *platform = SDL_GetPlatform();
int gamepads = 0;
@@ -1859,7 +1859,7 @@ int SDL_AddGamepadMappingsFromFile(const char *file)
return SDL_AddGamepadMappingsFromIO(SDL_IOFromFile(file, "rb"), true);
}
SDL_bool SDL_ReloadGamepadMappings(void)
bool SDL_ReloadGamepadMappings(void)
{
SDL_Gamepad *gamepad;
@@ -2245,7 +2245,7 @@ char *SDL_GetGamepadMapping(SDL_Gamepad *gamepad)
/*
* Set the mapping string for this device
*/
SDL_bool SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping)
bool SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping)
{
SDL_GUID guid = SDL_GetJoystickGUIDForID(instance_id);
bool result = false;
@@ -2380,7 +2380,7 @@ bool SDL_InitGamepads(void)
return true;
}
SDL_bool SDL_HasGamepad(void)
bool SDL_HasGamepad(void)
{
int num_joysticks = 0;
int num_gamepads = 0;
@@ -2562,7 +2562,7 @@ bool SDL_IsGamepadNameAndGUID(const char *name, SDL_GUID guid)
/*
* Return 1 if the joystick at this device index is a supported gamepad
*/
SDL_bool SDL_IsGamepad(SDL_JoystickID instance_id)
bool SDL_IsGamepad(SDL_JoystickID instance_id)
{
bool result;
@@ -2751,7 +2751,7 @@ void SDL_UpdateGamepads(void)
/**
* Return whether a gamepad has a given axis
*/
SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
{
bool result = false;
@@ -2841,7 +2841,7 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
/**
* Return whether a gamepad has a given button
*/
SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
{
bool result = false;
@@ -2867,7 +2867,7 @@ SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
/*
* Get the current state of a button on a gamepad
*/
SDL_bool SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
bool SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
{
bool result = false;
@@ -3053,7 +3053,7 @@ int SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad)
/**
* Get the current state of a finger on a touchpad on a gamepad.
*/
SDL_bool SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, SDL_bool *down, float *x, float *y, float *pressure)
bool SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure)
{
bool result = false;
@@ -3095,7 +3095,7 @@ SDL_bool SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int fi
/**
* Return whether a gamepad has a particular sensor.
*/
SDL_bool SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type)
bool SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type)
{
bool result = false;
@@ -3120,7 +3120,7 @@ SDL_bool SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type)
/*
* Set whether data reporting for a gamepad sensor is enabled
*/
SDL_bool SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, SDL_bool enabled)
bool SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled)
{
SDL_LockJoysticks();
{
@@ -3131,7 +3131,7 @@ SDL_bool SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type,
SDL_JoystickSensorInfo *sensor = &joystick->sensors[i];
if (sensor->type == type) {
if (sensor->enabled == (enabled != SDL_FALSE)) {
if (sensor->enabled == (enabled != false)) {
SDL_UnlockJoysticks();
return true;
}
@@ -3197,7 +3197,7 @@ SDL_bool SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type,
/*
* Query whether sensor data reporting is enabled for a gamepad
*/
SDL_bool SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type)
bool SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type)
{
bool result = false;
@@ -3249,7 +3249,7 @@ float SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type)
/*
* Get the current state of a gamepad sensor.
*/
SDL_bool SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values)
bool SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values)
{
SDL_LockJoysticks();
{
@@ -3372,7 +3372,7 @@ int SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad)
/**
* Set the player index of an opened gamepad
*/
SDL_bool SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index)
bool SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index)
{
SDL_Joystick *joystick = SDL_GetGamepadJoystick(gamepad);
@@ -3476,7 +3476,7 @@ SDL_PowerState SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent)
* Return if the gamepad in question is currently attached to the system,
* \return 0 if not plugged in, 1 if still present.
*/
SDL_bool SDL_GamepadConnected(SDL_Gamepad *gamepad)
bool SDL_GamepadConnected(SDL_Gamepad *gamepad)
{
SDL_Joystick *joystick = SDL_GetGamepadJoystick(gamepad);
@@ -3580,7 +3580,7 @@ SDL_GamepadBinding **SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count)
return bindings;
}
SDL_bool SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
bool SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
{
SDL_Joystick *joystick = SDL_GetGamepadJoystick(gamepad);
@@ -3590,7 +3590,7 @@ SDL_bool SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Ui
return SDL_RumbleJoystick(joystick, low_frequency_rumble, high_frequency_rumble, duration_ms);
}
SDL_bool SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms)
bool SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms)
{
SDL_Joystick *joystick = SDL_GetGamepadJoystick(gamepad);
@@ -3600,7 +3600,7 @@ SDL_bool SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uin
return SDL_RumbleJoystickTriggers(joystick, left_rumble, right_rumble, duration_ms);
}
SDL_bool SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue)
bool SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue)
{
SDL_Joystick *joystick = SDL_GetGamepadJoystick(gamepad);
@@ -3610,7 +3610,7 @@ SDL_bool SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 b
return SDL_SetJoystickLED(joystick, red, green, blue);
}
SDL_bool SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size)
bool SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size)
{
SDL_Joystick *joystick = SDL_GetGamepadJoystick(gamepad);
@@ -3788,7 +3788,7 @@ static const Uint32 SDL_gamepad_event_list[] = {
SDL_EVENT_GAMEPAD_SENSOR_UPDATE,
};
void SDL_SetGamepadEventsEnabled(SDL_bool enabled)
void SDL_SetGamepadEventsEnabled(bool enabled)
{
unsigned int i;
@@ -3797,7 +3797,7 @@ void SDL_SetGamepadEventsEnabled(SDL_bool enabled)
}
}
SDL_bool SDL_GamepadEventsEnabled(void)
bool SDL_GamepadEventsEnabled(void)
{
bool enabled = false;
unsigned int i;