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Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
(cherry picked from commit 6a2200823c
to reduce conflicts merging between SDL2 and SDL3)
This commit is contained in:

committed by
Sam Lantinga

parent
0739d237ad
commit
fb0ce375f0
@@ -84,14 +84,16 @@ stepParticles(double deltaTime)
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/* is the particle actually active, or is it marked for deletion? */
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if (curr->isActive) {
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/* is the particle off the screen? */
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if (curr->y > screen_h)
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if (curr->y > screen_h) {
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curr->isActive = 0;
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else if (curr->y < 0)
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} else if (curr->y < 0) {
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curr->isActive = 0;
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if (curr->x > screen_w)
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}
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if (curr->x > screen_w) {
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curr->isActive = 0;
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else if (curr->x < 0)
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} else if (curr->x < 0) {
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curr->isActive = 0;
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}
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/* step velocity, then step position */
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curr->yvel += ACCEL * deltaMilliseconds;
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@@ -133,15 +135,17 @@ stepParticles(double deltaTime)
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}
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/* if we're a dust particle, shrink our size */
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if (curr->type == dust)
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if (curr->type == dust) {
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curr->size -= deltaMilliseconds * 0.010f;
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}
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}
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/* if we're still active, pack ourselves in the array next
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to the last active guy (pack the array tightly) */
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if (curr->isActive)
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if (curr->isActive) {
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*(slot++) = *curr;
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}
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} /* endif (curr->isActive) */
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curr++;
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}
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@@ -188,8 +192,9 @@ explodeEmitter(struct particle *emitter)
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int i;
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for (i = 0; i < 200; i++) {
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if (num_active_particles >= MAX_PARTICLES)
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if (num_active_particles >= MAX_PARTICLES) {
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return;
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}
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/* come up with a random angle and speed for new particle */
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float theta = randomFloat(0, 2.0f * 3.141592);
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@@ -226,8 +231,9 @@ void
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spawnTrailFromEmitter(struct particle *emitter)
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{
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if (num_active_particles >= MAX_PARTICLES)
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if (num_active_particles >= MAX_PARTICLES) {
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return;
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}
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/* select the particle at the slot at the end of our array */
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struct particle *p = &particles[num_active_particles];
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@@ -262,8 +268,9 @@ void
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spawnEmitterParticle(GLfloat x, GLfloat y)
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{
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if (num_active_particles >= MAX_PARTICLES)
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if (num_active_particles >= MAX_PARTICLES) {
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return;
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}
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/* find particle at endpoint of array */
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struct particle *p = &particles[num_active_particles];
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