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
This commit is contained in:
Sam Lantinga
2022-11-30 12:51:59 -08:00
committed by GitHub
parent 14b902faca
commit 5750bcb174
781 changed files with 51659 additions and 55763 deletions

View File

@@ -37,19 +37,16 @@ extern "C" {
/* File-specific globals: */
static SDL_TouchID WINRT_TouchID = 1;
void
WINRT_InitTouch(_THIS)
void WINRT_InitTouch(_THIS)
{
SDL_AddTouch(WINRT_TouchID, SDL_TOUCH_DEVICE_DIRECT, "");
}
//
// Applies necessary geometric transformations to raw cursor positions:
//
Windows::Foundation::Point
WINRT_TransformCursorPosition(SDL_Window * window,
WINRT_TransformCursorPosition(SDL_Window *window,
Windows::Foundation::Point rawPosition,
WINRT_CursorNormalizationType normalization)
{
@@ -60,7 +57,7 @@ WINRT_TransformCursorPosition(SDL_Window * window,
return rawPosition;
}
SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata;
SDL_WindowData *windowData = (SDL_WindowData *)window->driverdata;
if (windowData->coreWindow == nullptr) {
// For some reason, the window isn't associated with a CoreWindow.
// This might end up being the case as XAML support is extended.
@@ -84,39 +81,38 @@ WINRT_TransformCursorPosition(SDL_Window * window,
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
#else
switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation))
{
case DisplayOrientations::Portrait:
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
break;
case DisplayOrientations::PortraitFlipped:
outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
break;
case DisplayOrientations::Landscape:
outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
break;
case DisplayOrientations::LandscapeFlipped:
outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width;
break;
default:
break;
switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation)) {
case DisplayOrientations::Portrait:
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
break;
case DisplayOrientations::PortraitFlipped:
outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
break;
case DisplayOrientations::Landscape:
outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
break;
case DisplayOrientations::LandscapeFlipped:
outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width;
break;
default:
break;
}
#endif
if (normalization == TransformToSDLWindowSize) {
outputPosition.X *= ((float32) window->w);
outputPosition.Y *= ((float32) window->h);
outputPosition.X *= ((float32)window->w);
outputPosition.Y *= ((float32)window->h);
}
return outputPosition;
}
SDL_bool
WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt, Uint8 *button, Uint8 *pressed)
WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^ pt, Uint8 *button, Uint8 *pressed)
{
using namespace Windows::UI::Input;
@@ -124,40 +120,39 @@ WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt, Uint8 *b
*button = SDL_BUTTON_LEFT;
return SDL_TRUE;
#else
switch (pt->Properties->PointerUpdateKind)
{
case PointerUpdateKind::LeftButtonPressed:
case PointerUpdateKind::LeftButtonReleased:
*button = SDL_BUTTON_LEFT;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::LeftButtonPressed);
return SDL_TRUE;
switch (pt->Properties->PointerUpdateKind) {
case PointerUpdateKind::LeftButtonPressed:
case PointerUpdateKind::LeftButtonReleased:
*button = SDL_BUTTON_LEFT;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::LeftButtonPressed);
return SDL_TRUE;
case PointerUpdateKind::RightButtonPressed:
case PointerUpdateKind::RightButtonReleased:
*button = SDL_BUTTON_RIGHT;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::RightButtonPressed);
return SDL_TRUE;
case PointerUpdateKind::RightButtonPressed:
case PointerUpdateKind::RightButtonReleased:
*button = SDL_BUTTON_RIGHT;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::RightButtonPressed);
return SDL_TRUE;
case PointerUpdateKind::MiddleButtonPressed:
case PointerUpdateKind::MiddleButtonReleased:
*button = SDL_BUTTON_MIDDLE;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::MiddleButtonPressed);
return SDL_TRUE;
case PointerUpdateKind::MiddleButtonPressed:
case PointerUpdateKind::MiddleButtonReleased:
*button = SDL_BUTTON_MIDDLE;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::MiddleButtonPressed);
return SDL_TRUE;
case PointerUpdateKind::XButton1Pressed:
case PointerUpdateKind::XButton1Released:
*button = SDL_BUTTON_X1;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::XButton1Pressed);
return SDL_TRUE;
case PointerUpdateKind::XButton1Pressed:
case PointerUpdateKind::XButton1Released:
*button = SDL_BUTTON_X1;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::XButton1Pressed);
return SDL_TRUE;
case PointerUpdateKind::XButton2Pressed:
case PointerUpdateKind::XButton2Released:
*button = SDL_BUTTON_X2;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::XButton2Pressed);
return SDL_TRUE;
case PointerUpdateKind::XButton2Pressed:
case PointerUpdateKind::XButton2Released:
*button = SDL_BUTTON_X2;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::XButton2Pressed);
return SDL_TRUE;
default:
break;
default:
break;
}
#endif
@@ -166,64 +161,63 @@ WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt, Uint8 *b
return SDL_FALSE;
}
//const char *
//WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
// const char *
// WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
//{
// using namespace Windows::UI::Input;
// using namespace Windows::UI::Input;
//
// switch (kind)
// {
// case PointerUpdateKind::Other:
// return "Other";
// case PointerUpdateKind::LeftButtonPressed:
// return "LeftButtonPressed";
// case PointerUpdateKind::LeftButtonReleased:
// return "LeftButtonReleased";
// case PointerUpdateKind::RightButtonPressed:
// return "RightButtonPressed";
// case PointerUpdateKind::RightButtonReleased:
// return "RightButtonReleased";
// case PointerUpdateKind::MiddleButtonPressed:
// return "MiddleButtonPressed";
// case PointerUpdateKind::MiddleButtonReleased:
// return "MiddleButtonReleased";
// case PointerUpdateKind::XButton1Pressed:
// return "XButton1Pressed";
// case PointerUpdateKind::XButton1Released:
// return "XButton1Released";
// case PointerUpdateKind::XButton2Pressed:
// return "XButton2Pressed";
// case PointerUpdateKind::XButton2Released:
// return "XButton2Released";
// }
// switch (kind)
// {
// case PointerUpdateKind::Other:
// return "Other";
// case PointerUpdateKind::LeftButtonPressed:
// return "LeftButtonPressed";
// case PointerUpdateKind::LeftButtonReleased:
// return "LeftButtonReleased";
// case PointerUpdateKind::RightButtonPressed:
// return "RightButtonPressed";
// case PointerUpdateKind::RightButtonReleased:
// return "RightButtonReleased";
// case PointerUpdateKind::MiddleButtonPressed:
// return "MiddleButtonPressed";
// case PointerUpdateKind::MiddleButtonReleased:
// return "MiddleButtonReleased";
// case PointerUpdateKind::XButton1Pressed:
// return "XButton1Pressed";
// case PointerUpdateKind::XButton1Released:
// return "XButton1Released";
// case PointerUpdateKind::XButton2Pressed:
// return "XButton2Pressed";
// case PointerUpdateKind::XButton2Released:
// return "XButton2Released";
// }
//
// return "";
//}
// return "";
// }
static bool
WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
static bool WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^ pointerPoint)
{
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
return true;
#else
using namespace Windows::Devices::Input;
switch (pointerPoint->PointerDevice->PointerDeviceType) {
case PointerDeviceType::Touch:
case PointerDeviceType::Pen:
return true;
default:
return false;
case PointerDeviceType::Touch:
case PointerDeviceType::Pen:
return true;
default:
return false;
}
#endif
}
void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^ pointerPoint)
{
if (!window) {
return;
}
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
if (!WINRT_IsTouchEvent(pointerPoint)) {
Uint8 button, pressed;
WINRT_GetSDLButtonForPointerPoint(pointerPoint, &button, &pressed);
SDL_assert(pressed == 1);
@@ -234,7 +228,7 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::Po
SDL_SendTouch(
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
(SDL_FingerID)pointerPoint->PointerId,
window,
SDL_TRUE,
normalizedPoint.X,
@@ -243,8 +237,7 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::Po
}
}
void
WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
void WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^ pointerPoint)
{
if (!window || WINRT_UsingRelativeMouseMode) {
return;
@@ -253,7 +246,7 @@ WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPo
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
if (!WINRT_IsTouchEvent(pointerPoint)) {
/* For some odd reason Moved events are used for multiple mouse buttons */
Uint8 button, pressed;
if (WINRT_GetSDLButtonForPointerPoint(pointerPoint, &button, &pressed)) {
@@ -264,7 +257,7 @@ WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPo
} else {
SDL_SendTouchMotion(
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
(SDL_FingerID)pointerPoint->PointerId,
window,
normalizedPoint.X,
normalizedPoint.Y,
@@ -272,7 +265,7 @@ WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPo
}
}
void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^ pointerPoint)
{
if (!window) {
return;
@@ -288,7 +281,7 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::P
SDL_SendTouch(
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
(SDL_FingerID)pointerPoint->PointerId,
window,
SDL_FALSE,
normalizedPoint.X,
@@ -297,7 +290,7 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::P
}
}
void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^ pointerPoint)
{
if (!window) {
return;
@@ -308,7 +301,7 @@ void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::Po
}
}
void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^ pointerPoint)
{
if (!window) {
return;
@@ -319,19 +312,17 @@ void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::Poi
}
}
void
WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
void WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^ pointerPoint)
{
if (!window) {
return;
}
float motion = (float) pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
SDL_SendMouseWheel(window, 0, 0, (float) motion, SDL_MOUSEWHEEL_NORMAL);
float motion = (float)pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
SDL_SendMouseWheel(window, 0, 0, (float)motion, SDL_MOUSEWHEEL_NORMAL);
}
void
WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
void WINRT_ProcessMouseMovedEvent(SDL_Window *window, Windows::Devices::Input::MouseEventArgs ^ args)
{
if (!window || !WINRT_UsingRelativeMouseMode) {
return;