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 committed 2022-11-30 12:57:41 -08:00
1 parent 5c4bc807f7
commit b8d85c6939
764 files changed
+50574 -54383

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+32 -37
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@@ -23,8 +23,8 @@
#include "SDL_test_common.h"
#include "testutils.h"
#define NUM_SPRITES 100
#define MAX_SPEED 1
#define NUM_SPRITES 100
#define MAX_SPEED 1
static SDLTest_CommonState *state;
static int num_sprites;
@@ -64,8 +64,7 @@ quit(int rc)
}
}
int
LoadSprite(const char *file)
int LoadSprite(const char *file)
{
int i;
@@ -86,8 +85,7 @@ LoadSprite(const char *file)
return 0;
}
void
MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
{
int i;
SDL_Rect viewport, temp;
@@ -107,8 +105,8 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
current_color = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color,
(Uint8) current_color);
SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
(Uint8)current_color);
}
if (cycle_alpha) {
current_alpha += cycle_direction;
@@ -120,7 +118,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
current_alpha = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
}
/* Draw a gray background */
@@ -130,16 +128,16 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
/* Test points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderDrawPoint(renderer, 0, 0);
SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
SDL_RenderDrawPoint(renderer, viewport.w - 1, 0);
SDL_RenderDrawPoint(renderer, 0, viewport.h - 1);
SDL_RenderDrawPoint(renderer, viewport.w - 1, viewport.h - 1);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
SDL_RenderDrawLine(renderer, 1, 0, viewport.w - 2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h - 1, viewport.w - 2, viewport.h - 1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h - 2);
SDL_RenderDrawLine(renderer, viewport.w - 1, 1, viewport.w - 1, viewport.h - 2);
/* Test fill and copy */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
@@ -180,20 +178,20 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
}
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = viewport.w-sprite_w-1;
temp.x = viewport.w - sprite_w - 1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = 1;
temp.y = viewport.h-sprite_h-1;
temp.y = viewport.h - sprite_h - 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = viewport.w-sprite_w-1;
temp.y = viewport.h-sprite_h-1;
temp.x = viewport.w - sprite_w - 1;
temp.y = viewport.h - sprite_h - 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
@@ -202,9 +200,9 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
viewport.w-sprite_w-2, viewport.h-sprite_h-2);
SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
sprite_w, viewport.h-sprite_h-2);
viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
SDL_RenderDrawLine(renderer, viewport.w - sprite_w - 2, sprite_h,
sprite_w, viewport.h - sprite_h - 2);
/* Conditionally move the sprites, bounce at the wall */
if (iterations == -1 || iterations > 0) {
@@ -221,7 +219,6 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
velocity->y = -velocity->y;
position->y += velocity->y;
}
}
/* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
@@ -251,7 +248,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
*
* Draw sprite2 as triangles that can be recombined as rect by software renderer
*/
SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 6);
SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
SDL_Vertex *verts2 = verts;
if (verts) {
SDL_Color color;
@@ -319,9 +316,9 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
* Use an 'indices' array
*/
SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 5);
SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
SDL_Vertex *verts2 = verts;
int *indices = (int *) SDL_malloc(num_sprites * sizeof (int) * 4 * 3);
int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
int *indices2 = indices;
if (verts && indices) {
int pos = 0;
@@ -395,8 +392,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
SDL_RenderPresent(renderer);
}
void
loop()
void loop()
{
Uint32 now;
int i;
@@ -423,16 +419,14 @@ loop()
if (SDL_TICKS_PASSED(now, next_fps_check)) {
/* Print out some timing information */
const Uint32 then = next_fps_check - fps_check_delay;
const double fps = ((double) frames * 1000) / (now - then);
const double fps = ((double)frames * 1000) / (now - then);
SDL_Log("%2.2f frames per second\n", fps);
next_fps_check = now + fps_check_delay;
frames = 0;
}
}
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
int i;
Uint64 seed;
@@ -517,7 +511,8 @@ main(int argc, char *argv[])
"[--use-rendergeometry mode1|mode2]",
"[num_sprites]",
"[icon.bmp]",
NULL };
NULL
};
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
@@ -529,7 +524,7 @@ main(int argc, char *argv[])
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
(SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
if (sprites == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
@@ -544,8 +539,8 @@ main(int argc, char *argv[])
}
/* Allocate memory for the sprite info */
positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
positions = (SDL_Rect *)SDL_malloc(num_sprites * sizeof(SDL_Rect));
velocities = (SDL_Rect *)SDL_malloc(num_sprites * sizeof(SDL_Rect));
if (positions == NULL || velocities == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);