Update for SDL3 coding style (#6717)

I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.

In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.

The script I ran for the src directory is added as build-scripts/clang-format-src.sh

This fixes:
#6592
#6593
#6594

(cherry picked from commit 5750bcb174)
This commit is contained in:
Sam Lantinga
2022-11-30 12:51:59 -08:00
parent 5c4bc807f7
commit b8d85c6939
764 changed files with 50598 additions and 54407 deletions

View File

@@ -15,38 +15,39 @@
#include "SDL.h"
#include "SDL_shape.h"
#define SHAPED_WINDOW_X 150
#define SHAPED_WINDOW_Y 150
#define SHAPED_WINDOW_X 150
#define SHAPED_WINDOW_Y 150
#define SHAPED_WINDOW_DIMENSION 640
typedef struct LoadedPicture {
typedef struct LoadedPicture
{
SDL_Surface *surface;
SDL_Texture *texture;
SDL_WindowShapeMode mode;
const char* name;
const char *name;
} LoadedPicture;
void render(SDL_Renderer *renderer,SDL_Texture *texture,SDL_Rect texture_dimensions)
void render(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Rect texture_dimensions)
{
/* Clear render-target to blue. */
SDL_SetRenderDrawColor(renderer,0x00,0x00,0xff,0xff);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xff, 0xff);
SDL_RenderClear(renderer);
/* Render the texture. */
SDL_RenderCopy(renderer,texture,&texture_dimensions,&texture_dimensions);
SDL_RenderCopy(renderer, texture, &texture_dimensions, &texture_dimensions);
SDL_RenderPresent(renderer);
}
int main(int argc,char** argv)
int main(int argc, char **argv)
{
Uint8 num_pictures;
LoadedPicture* pictures;
LoadedPicture *pictures;
int i, j;
SDL_PixelFormat* format = NULL;
SDL_PixelFormat *format = NULL;
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Color black = {0,0,0,0xff};
SDL_Color black = { 0, 0, 0, 0xff };
SDL_Event event;
int should_exit = 0;
unsigned int current_picture;
@@ -69,7 +70,7 @@ int main(int argc,char** argv)
}
num_pictures = argc - 1;
pictures = (LoadedPicture *)SDL_malloc(sizeof(LoadedPicture)*num_pictures);
pictures = (LoadedPicture *)SDL_malloc(sizeof(LoadedPicture) * num_pictures);
if (pictures == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not allocate memory.");
exit(1);
@@ -77,16 +78,16 @@ int main(int argc,char** argv)
for (i = 0; i < num_pictures; i++) {
pictures[i].surface = NULL;
}
for (i=0;i<num_pictures;i++) {
pictures[i].surface = SDL_LoadBMP(argv[i+1]);
pictures[i].name = argv[i+1];
for (i = 0; i < num_pictures; i++) {
pictures[i].surface = SDL_LoadBMP(argv[i + 1]);
pictures[i].name = argv[i + 1];
if (pictures[i].surface == NULL) {
for (j = 0; j < num_pictures; j++) {
SDL_FreeSurface(pictures[j].surface);
}
SDL_free(pictures);
SDL_VideoQuit();
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load surface from named bitmap file: %s", argv[i+1]);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not load surface from named bitmap file: %s", argv[i + 1]);
exit(-3);
}
@@ -101,9 +102,9 @@ int main(int argc,char** argv)
}
window = SDL_CreateShapedWindow("SDL_Shape test",
SHAPED_WINDOW_X, SHAPED_WINDOW_Y,
SHAPED_WINDOW_DIMENSION,SHAPED_WINDOW_DIMENSION,
0);
SHAPED_WINDOW_X, SHAPED_WINDOW_Y,
SHAPED_WINDOW_DIMENSION, SHAPED_WINDOW_DIMENSION,
0);
SDL_SetWindowPosition(window, SHAPED_WINDOW_X, SHAPED_WINDOW_Y);
if (window == NULL) {
for (i = 0; i < num_pictures; i++) {
@@ -114,7 +115,7 @@ int main(int argc,char** argv)
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not create shaped window for SDL_Shape.");
exit(-4);
}
renderer = SDL_CreateRenderer(window,-1,0);
renderer = SDL_CreateRenderer(window, -1, 0);
if (renderer == NULL) {
SDL_DestroyWindow(window);
for (i = 0; i < num_pictures; i++) {
@@ -129,10 +130,10 @@ int main(int argc,char** argv)
for (i = 0; i < num_pictures; i++) {
pictures[i].texture = NULL;
}
for (i=0;i<num_pictures;i++) {
pictures[i].texture = SDL_CreateTextureFromSurface(renderer,pictures[i].surface);
for (i = 0; i < num_pictures; i++) {
pictures[i].texture = SDL_CreateTextureFromSurface(renderer, pictures[i].surface);
if (pictures[i].texture == NULL) {
for (i=0;i<num_pictures;i++) {
for (i = 0; i < num_pictures; i++) {
if (pictures[i].texture != NULL) {
SDL_DestroyTexture(pictures[i].texture);
}
@@ -157,9 +158,9 @@ int main(int argc,char** argv)
texture_dimensions.x = 0;
texture_dimensions.y = 0;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Changing to shaped bmp: %s", pictures[current_picture].name);
SDL_QueryTexture(pictures[current_picture].texture,(Uint32 *)&pixelFormat,(int *)&access,&texture_dimensions.w,&texture_dimensions.h);
SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h);
SDL_SetWindowShape(window,pictures[current_picture].surface,&pictures[current_picture].mode);
SDL_QueryTexture(pictures[current_picture].texture, (Uint32 *)&pixelFormat, (int *)&access, &texture_dimensions.w, &texture_dimensions.h);
SDL_SetWindowSize(window, texture_dimensions.w, texture_dimensions.h);
SDL_SetWindowShape(window, pictures[current_picture].surface, &pictures[current_picture].mode);
while (should_exit == 0) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_KEYDOWN) {
@@ -176,16 +177,16 @@ int main(int argc,char** argv)
current_picture = 0;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Changing to shaped bmp: %s", pictures[current_picture].name);
SDL_QueryTexture(pictures[current_picture].texture,(Uint32 *)&pixelFormat,(int *)&access,&texture_dimensions.w,&texture_dimensions.h);
SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h);
SDL_SetWindowShape(window,pictures[current_picture].surface,&pictures[current_picture].mode);
SDL_QueryTexture(pictures[current_picture].texture, (Uint32 *)&pixelFormat, (int *)&access, &texture_dimensions.w, &texture_dimensions.h);
SDL_SetWindowSize(window, texture_dimensions.w, texture_dimensions.h);
SDL_SetWindowShape(window, pictures[current_picture].surface, &pictures[current_picture].mode);
}
if (event.type == SDL_QUIT) {
should_exit = 1;
break;
}
}
render(renderer,pictures[current_picture].texture,texture_dimensions);
render(renderer, pictures[current_picture].texture, texture_dimensions);
SDL_Delay(10);
}