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)
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@@ -73,17 +73,17 @@ LoadSprite(const char *file)
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
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if (!sprites[i]) {
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return (-1);
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return -1;
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}
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if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
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SDL_DestroyTexture(sprites[i]);
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return (-1);
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return -1;
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}
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}
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/* We're ready to roll. :) */
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return (0);
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return 0;
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}
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void
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@@ -407,8 +407,9 @@ loop()
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SDLTest_CommonEvent(state, &event, &done);
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}
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for (i = 0; i < state->num_windows; ++i) {
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if (state->windows[i] == NULL)
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if (state->windows[i] == NULL) {
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continue;
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}
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MoveSprites(state->renderers[i], sprites[i]);
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}
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#ifdef __EMSCRIPTEN__
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@@ -442,7 +443,7 @@ main(int argc, char *argv[])
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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if (state == NULL) {
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return 1;
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}
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@@ -474,7 +475,9 @@ main(int argc, char *argv[])
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} else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
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if (argv[i + 1]) {
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iterations = SDL_atoi(argv[i + 1]);
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if (iterations < -1) iterations = -1;
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if (iterations < -1) {
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iterations = -1;
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}
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consumed = 2;
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}
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} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
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@@ -527,7 +530,7 @@ main(int argc, char *argv[])
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/* Create the windows, initialize the renderers, and load the textures */
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sprites =
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(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
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if (!sprites) {
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if (sprites == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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}
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@@ -543,7 +546,7 @@ main(int argc, char *argv[])
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/* Allocate memory for the sprite info */
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positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect));
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if (!positions || !velocities) {
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if (positions == NULL || velocities == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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}
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