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

@@ -343,7 +343,7 @@ static bool FlushRenderCommandsIfTextureNeeded(SDL_Texture *texture)
return true;
}
SDL_bool SDL_FlushRenderer(SDL_Renderer *renderer)
bool SDL_FlushRenderer(SDL_Renderer *renderer)
{
if (!FlushRenderCommands(renderer)) {
return false;
@@ -821,7 +821,7 @@ const char *SDL_GetRenderDriver(int index)
#endif
}
static SDL_bool SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
static bool SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
{
SDL_Renderer *renderer = (SDL_Renderer *)userdata;
@@ -861,7 +861,7 @@ static SDL_bool SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
return true;
}
SDL_bool SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer)
bool SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer)
{
bool hidden = (window_flags & SDL_WINDOW_HIDDEN) != 0;
@@ -1219,7 +1219,7 @@ SDL_PropertiesID SDL_GetRendererProperties(SDL_Renderer *renderer)
return renderer->props;
}
SDL_bool SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h)
bool SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h)
{
if (w) {
*w = 0;
@@ -1240,7 +1240,7 @@ SDL_bool SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h)
}
}
SDL_bool SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h)
bool SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h)
{
if (w) {
*w = 0;
@@ -1753,7 +1753,7 @@ SDL_PropertiesID SDL_GetTextureProperties(SDL_Texture *texture)
return texture->props;
}
SDL_bool SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h)
bool SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h)
{
if (w) {
*w = 0;
@@ -1773,7 +1773,7 @@ SDL_bool SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h)
return true;
}
SDL_bool SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b)
bool SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b)
{
const float fR = (float)r / 255.0f;
const float fG = (float)g / 255.0f;
@@ -1782,7 +1782,7 @@ SDL_bool SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b)
return SDL_SetTextureColorModFloat(texture, fR, fG, fB);
}
SDL_bool SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b)
bool SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b)
{
CHECK_TEXTURE_MAGIC(texture, false);
@@ -1795,7 +1795,7 @@ SDL_bool SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, flo
return true;
}
SDL_bool SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b)
bool SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b)
{
float fR = 1.0f, fG = 1.0f, fB = 1.0f;
@@ -1824,7 +1824,7 @@ SDL_bool SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8
return true;
}
SDL_bool SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b)
bool SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b)
{
SDL_FColor color;
@@ -1854,14 +1854,14 @@ SDL_bool SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, f
return true;
}
SDL_bool SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha)
bool SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha)
{
const float fA = (float)alpha / 255.0f;
return SDL_SetTextureAlphaModFloat(texture, fA);
}
SDL_bool SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha)
bool SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha)
{
CHECK_TEXTURE_MAGIC(texture, false);
@@ -1872,7 +1872,7 @@ SDL_bool SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha)
return true;
}
SDL_bool SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha)
bool SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha)
{
float fA = 1.0f;
@@ -1889,7 +1889,7 @@ SDL_bool SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha)
return true;
}
SDL_bool SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha)
bool SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha)
{
if (alpha) {
*alpha = 1.0f;
@@ -1903,7 +1903,7 @@ SDL_bool SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha)
return true;
}
SDL_bool SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode)
bool SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode)
{
SDL_Renderer *renderer;
@@ -1924,7 +1924,7 @@ SDL_bool SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode)
return true;
}
SDL_bool SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode)
bool SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode)
{
if (blendMode) {
*blendMode = SDL_BLENDMODE_INVALID;
@@ -1938,7 +1938,7 @@ SDL_bool SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode)
return true;
}
SDL_bool SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode)
bool SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
SDL_Renderer *renderer;
@@ -1959,7 +1959,7 @@ SDL_bool SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode)
return true;
}
SDL_bool SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode)
bool SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode)
{
if (scaleMode) {
*scaleMode = SDL_SCALEMODE_LINEAR;
@@ -2060,7 +2060,7 @@ static bool SDL_UpdateTextureNative(SDL_Texture *texture, const SDL_Rect *rect,
return true;
}
SDL_bool SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
bool SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
{
SDL_Rect real_rect;
@@ -2204,7 +2204,7 @@ static bool SDL_UpdateTextureNVPlanar(SDL_Texture *texture, const SDL_Rect *rect
#endif // SDL_HAVE_YUV
SDL_bool SDL_UpdateYUVTexture(SDL_Texture *texture, const SDL_Rect *rect,
bool SDL_UpdateYUVTexture(SDL_Texture *texture, const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
@@ -2271,7 +2271,7 @@ SDL_bool SDL_UpdateYUVTexture(SDL_Texture *texture, const SDL_Rect *rect,
#endif
}
SDL_bool SDL_UpdateNVTexture(SDL_Texture *texture, const SDL_Rect *rect,
bool SDL_UpdateNVTexture(SDL_Texture *texture, const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch)
{
@@ -2350,7 +2350,7 @@ static bool SDL_LockTextureNative(SDL_Texture *texture, const SDL_Rect *rect,
return true;
}
SDL_bool SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
bool SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
{
SDL_Rect full_rect;
@@ -2388,7 +2388,7 @@ SDL_bool SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect, void **pixe
}
}
SDL_bool SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface)
bool SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface)
{
SDL_Rect real_rect;
void *pixels = NULL;
@@ -2537,7 +2537,7 @@ static bool SDL_SetRenderTargetInternal(SDL_Renderer *renderer, SDL_Texture *tex
return true;
}
SDL_bool SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
bool SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
if (!texture && renderer->logical_target) {
return SDL_SetRenderTargetInternal(renderer, renderer->logical_target);
@@ -2659,7 +2659,7 @@ error:
return false;
}
SDL_bool SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode)
bool SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode)
{
CHECK_RENDERER_MAGIC(renderer, false);
@@ -2700,7 +2700,7 @@ error:
return false;
}
SDL_bool SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode)
bool SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode)
{
if (w) {
*w = 0;
@@ -2741,7 +2741,7 @@ SDL_bool SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h
return true;
}
SDL_bool SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect)
bool SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect)
{
if (rect) {
SDL_zerop(rect);
@@ -2822,7 +2822,7 @@ static void SDL_RenderLogicalPresentation(SDL_Renderer *renderer)
SDL_RenderTexture(renderer, renderer->logical_target, &renderer->logical_src_rect, &renderer->logical_dst_rect);
}
SDL_bool SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y)
bool SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y)
{
SDL_RenderViewState *view;
float render_x, render_y;
@@ -2859,7 +2859,7 @@ SDL_bool SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x,
return true;
}
SDL_bool SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y)
bool SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y)
{
SDL_RenderViewState *view;
@@ -2895,7 +2895,7 @@ SDL_bool SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y,
return true;
}
SDL_bool SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event)
bool SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event)
{
CHECK_RENDERER_MAGIC(renderer, false);
@@ -2988,7 +2988,7 @@ SDL_bool SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *
return true;
}
SDL_bool SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
bool SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
{
CHECK_RENDERER_MAGIC(renderer, false);
@@ -3005,7 +3005,7 @@ SDL_bool SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
return QueueCmdSetViewport(renderer);
}
SDL_bool SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect)
bool SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect)
{
if (rect) {
SDL_zerop(rect);
@@ -3030,7 +3030,7 @@ SDL_bool SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect)
return true;
}
SDL_bool SDL_RenderViewportSet(SDL_Renderer *renderer)
bool SDL_RenderViewportSet(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, false);
@@ -3057,7 +3057,7 @@ static void GetRenderViewportSize(SDL_Renderer *renderer, SDL_FRect *rect)
}
}
SDL_bool SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect)
bool SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect)
{
if (rect) {
SDL_zerop(rect);
@@ -3104,7 +3104,7 @@ SDL_bool SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect)
return true;
}
SDL_bool SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
bool SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
{
CHECK_RENDERER_MAGIC(renderer, false)
@@ -3120,7 +3120,7 @@ SDL_bool SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
return QueueCmdSetClipRect(renderer);
}
SDL_bool SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
bool SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
{
if (rect) {
SDL_zerop(rect);
@@ -3134,13 +3134,13 @@ SDL_bool SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
return true;
}
SDL_bool SDL_RenderClipEnabled(SDL_Renderer *renderer)
bool SDL_RenderClipEnabled(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, false)
return renderer->view->clipping_enabled;
}
SDL_bool SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY)
bool SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY)
{
bool result = true;
@@ -3162,7 +3162,7 @@ SDL_bool SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY)
return result;
}
SDL_bool SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
bool SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
{
if (scaleX) {
*scaleX = 1.0f;
@@ -3182,7 +3182,7 @@ SDL_bool SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY
return true;
}
SDL_bool SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
bool SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
const float fR = (float)r / 255.0f;
const float fG = (float)g / 255.0f;
@@ -3192,7 +3192,7 @@ SDL_bool SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8
return SDL_SetRenderDrawColorFloat(renderer, fR, fG, fB, fA);
}
SDL_bool SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a)
bool SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a)
{
CHECK_RENDERER_MAGIC(renderer, false);
@@ -3203,7 +3203,7 @@ SDL_bool SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, f
return true;
}
SDL_bool SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)
bool SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)
{
float fR, fG, fB, fA;
@@ -3238,7 +3238,7 @@ SDL_bool SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint
return true;
}
SDL_bool SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a)
bool SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a)
{
SDL_FColor color;
@@ -3274,7 +3274,7 @@ SDL_bool SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g,
return true;
}
SDL_bool SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale)
bool SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale)
{
CHECK_RENDERER_MAGIC(renderer, false);
@@ -3283,7 +3283,7 @@ SDL_bool SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale)
return true;
}
SDL_bool SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale)
bool SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale)
{
if (scale) {
*scale = 1.0f;
@@ -3297,7 +3297,7 @@ SDL_bool SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale)
return true;
}
SDL_bool SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
bool SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
{
CHECK_RENDERER_MAGIC(renderer, false);
@@ -3317,7 +3317,7 @@ SDL_bool SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendM
return true;
}
SDL_bool SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode)
bool SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode)
{
if (blendMode) {
*blendMode = SDL_BLENDMODE_INVALID;
@@ -3331,14 +3331,14 @@ SDL_bool SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blend
return true;
}
SDL_bool SDL_RenderClear(SDL_Renderer *renderer)
bool SDL_RenderClear(SDL_Renderer *renderer)
{
CHECK_RENDERER_MAGIC(renderer, false);
return QueueCmdClear(renderer);
}
SDL_bool SDL_RenderPoint(SDL_Renderer *renderer, float x, float y)
bool SDL_RenderPoint(SDL_Renderer *renderer, float x, float y)
{
SDL_FPoint fpoint;
fpoint.x = x;
@@ -3376,7 +3376,7 @@ static bool RenderPointsWithRects(SDL_Renderer *renderer, const SDL_FPoint *fpoi
return result;
}
SDL_bool SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
bool SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
{
bool result;
@@ -3404,7 +3404,7 @@ SDL_bool SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int
return result;
}
SDL_bool SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
bool SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
{
SDL_FPoint points[2];
points[0].x = x1;
@@ -3580,7 +3580,7 @@ static bool RenderLinesWithRectsF(SDL_Renderer *renderer,
return result;
}
SDL_bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
{
bool result = true;
@@ -3731,7 +3731,7 @@ SDL_bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int c
return result;
}
SDL_bool SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect)
bool SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect)
{
SDL_FRect frect;
SDL_FPoint points[5];
@@ -3757,7 +3757,7 @@ SDL_bool SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect)
return SDL_RenderLines(renderer, points, 5);
}
SDL_bool SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
bool SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
{
int i;
@@ -3785,7 +3785,7 @@ SDL_bool SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int cou
return true;
}
SDL_bool SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect)
bool SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect)
{
SDL_FRect frect;
@@ -3799,7 +3799,7 @@ SDL_bool SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect)
return SDL_RenderFillRects(renderer, rect, 1);
}
SDL_bool SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
bool SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
{
SDL_FRect *frects;
int i;
@@ -3904,7 +3904,7 @@ static bool SDL_RenderTextureInternal(SDL_Renderer *renderer, SDL_Texture *textu
return result;
}
SDL_bool SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
bool SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
{
SDL_FRect real_srcrect;
SDL_FRect real_dstrect;
@@ -3950,7 +3950,7 @@ SDL_bool SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const S
return SDL_RenderTextureInternal(renderer, texture, &real_srcrect, &real_dstrect);
}
SDL_bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_FRect *srcrect, const SDL_FRect *dstrect,
const double angle, const SDL_FPoint *center, const SDL_FlipMode flip)
{
@@ -4213,7 +4213,7 @@ static bool SDL_RenderTextureTiled_Iterate(SDL_Renderer *renderer, SDL_Texture *
return true;
}
SDL_bool SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect)
bool SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect)
{
SDL_FRect real_srcrect;
SDL_FRect real_dstrect;
@@ -4271,7 +4271,7 @@ SDL_bool SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, co
}
}
SDL_bool SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect)
bool SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect)
{
SDL_FRect full_src, full_dst;
SDL_FRect curr_src, curr_dst;
@@ -4406,7 +4406,7 @@ SDL_bool SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, co
return true;
}
SDL_bool SDL_RenderGeometry(SDL_Renderer *renderer,
bool SDL_RenderGeometry(SDL_Renderer *renderer,
SDL_Texture *texture,
const SDL_Vertex *vertices, int num_vertices,
const int *indices, int num_indices)
@@ -4796,7 +4796,7 @@ end:
}
#endif // SDL_VIDEO_RENDER_SW
SDL_bool SDL_RenderGeometryRaw(SDL_Renderer *renderer,
bool SDL_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_Texture *texture,
const float *xy, int xy_stride,
const SDL_FColor *color, int color_stride,
@@ -5002,7 +5002,7 @@ static void SDL_SimulateRenderVSync(SDL_Renderer *renderer)
}
}
SDL_bool SDL_RenderPresent(SDL_Renderer *renderer)
bool SDL_RenderPresent(SDL_Renderer *renderer)
{
bool presented = true;
@@ -5227,7 +5227,7 @@ void *SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer)
return NULL;
}
SDL_bool SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore)
bool SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore)
{
CHECK_RENDERER_MAGIC(renderer, false);
@@ -5335,7 +5335,7 @@ SDL_BlendOperation SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode)
return (SDL_BlendOperation)(((Uint32)blendMode >> 16) & 0xF);
}
SDL_bool SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
bool SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
{
CHECK_RENDERER_MAGIC(renderer, false);
@@ -5380,7 +5380,7 @@ SDL_bool SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
return true;
}
SDL_bool SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync)
bool SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync)
{
if (vsync) {
*vsync = 0;