File style cleanup for the SDL 2.0 release

This commit is contained in:
Sam Lantinga 2013-05-18 14:17:52 -07:00
parent 2ac8624930
commit 0cb6385637
376 changed files with 17562 additions and 17773 deletions

View file

@ -4,7 +4,7 @@
Please see the SDL documentation for details on using the SDL API:
/Developer/Documentation/SDL/docs.html
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
@ -22,18 +22,18 @@ static SDL_Surface *gScreen;
static void initAttributes ()
{
// Setup attributes we want for the OpenGL context
int value;
// Don't set color bit sizes (SDL_GL_RED_SIZE, etc)
// Mac OS X will always use 8-8-8-8 ARGB for 32-bit screens and
// 5-5-5 RGB for 16-bit screens
// Request a 16-bit depth buffer (without this, there is no depth buffer)
value = 16;
SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, value);
// Request double-buffered OpenGL
// The fact that windows are double-buffered on Mac OS X has no effect
// on OpenGL double buffering.
@ -46,41 +46,41 @@ static void printAttributes ()
// Print out attributes of the context we created
int nAttr;
int i;
int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE,
SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE };
char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n", "Green size: %d bits\n",
"Alpha size: %d bits\n", "Color buffer size: %d bits\n",
"Alpha size: %d bits\n", "Color buffer size: %d bits\n",
"Depth bufer size: %d bits\n" };
nAttr = sizeof(attr) / sizeof(int);
for (i = 0; i < nAttr; i++) {
int value;
SDL_GL_GetAttribute (attr[i], &value);
printf (desc[i], value);
}
}
}
static void createSurface (int fullscreen)
{
Uint32 flags = 0;
flags = SDL_OPENGL;
if (fullscreen)
flags |= SDL_FULLSCREEN;
// Create window
gScreen = SDL_SetVideoMode (640, 480, 0, flags);
if (gScreen == NULL) {
fprintf (stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
SDL_GetError());
SDL_Quit();
exit(2);
}
SDL_Quit();
exit(2);
}
}
static void initGL ()
@ -100,30 +100,30 @@ static void mainLoop ()
SDL_Event event;
int done = 0;
int fps = 24;
int delay = 1000/fps;
int delay = 1000/fps;
int thenTicks = -1;
int nowTicks;
while ( !done ) {
/* Check for events */
while ( SDL_PollEvent (&event) ) {
switch (event.type) {
/* Check for events */
while ( SDL_PollEvent (&event) ) {
switch (event.type) {
case SDL_MOUSEMOTION:
break;
case SDL_MOUSEBUTTONDOWN:
break;
case SDL_KEYDOWN:
/* Any keypress quits the app... */
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
case SDL_MOUSEMOTION:
break;
case SDL_MOUSEBUTTONDOWN:
break;
case SDL_KEYDOWN:
/* Any keypress quits the app... */
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
// Draw at 24 hz
// This approach is not normally recommended - it is better to
// use time-based animation and run as fast as possible
@ -144,36 +144,36 @@ static void mainLoop ()
}
SDL_Delay (delay);
}
}
}
int main(int argc, char *argv[])
{
// Init SDL video subsystem
if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) {
// Init SDL video subsystem
if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) {
fprintf(stderr, "Couldn't initialize SDL: %s\n",
SDL_GetError());
exit(1);
}
SDL_GetError());
exit(1);
}
// Set GL context attributes
initAttributes ();
// Create GL context
createSurface (0);
// Get GL context attributes
printAttributes ();
// Init GL state
initGL ();
// Draw, get events...
mainLoop ();
// Cleanup
SDL_Quit();
SDL_Quit();
return 0;
}