Reindent all C sources to the canonical stroustrup style

Mechanical whitespace-only change across src/, include/, tests/, and
util/, applied with scripts/reindent.sh. No behavioral change.

Most files already conformed. The genuine outliers indented at 2 columns
(json_helpers.c, util.c from akgl_rectangle_points onward, assets.c,
staticstring.c, akgl_actor_add_child, util.h, staticstring.h) or used
spaces where the canonical form is a tab (draw.c). cc-mode also re-aligns
line-continuation backslashes in multi-line macros to its default
c-backslash-column, which is required for the tree to be a fixed point of
the indenter.

Verified whitespace-only: `git diff -w` over this change is empty apart
from three trailing blank lines removed at EOF in src/heap.c,
src/registry.c, and tests/tilemap.c. The build produces no new errors and
ctest is unchanged at 13/14, with `character` still the one intentional
failure.

The tree is now a fixed point of `scripts/reindent.sh --check`.

include/akgl/SDL_GameControllerDB.h is generated and excluded.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-30 18:17:37 -04:00
parent 8d21d5c7dd
commit 28bde4176d
32 changed files with 694 additions and 697 deletions

View File

@@ -28,14 +28,14 @@ akerr_ErrorContext *akgl_actor_initialize(akgl_Actor *obj, char *name)
obj->curSpriteReversing = false;
obj->scale = 1.0;
obj->movement_controls_face = true;
obj->updatefunc = &akgl_actor_update;
obj->renderfunc = &akgl_actor_render;
obj->facefunc = &akgl_actor_automatic_face;
obj->movementlogicfunc = &akgl_actor_logic_movement;
obj->changeframefunc = &akgl_actor_logic_changeframe;
obj->addchild = &akgl_actor_add_child;
FAIL_ZERO_RETURN(
errctx,
SDL_SetPointerProperty(AKGL_REGISTRY_ACTOR, name, (void *)obj),
@@ -111,7 +111,7 @@ akerr_ErrorContext *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *c
} else {
// we are at the end of the animation and we either loop forward or do not loop
obj->curSpriteFrameId = 0;
}
}
// we are not looping in reverse and we are not at the end of the animation
} else {
obj->curSpriteFrameId += 1;
@@ -149,7 +149,7 @@ akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
PREPARE_ERROR(errctx);
SDL_Time curtime = 0;
akgl_Sprite *curSprite = NULL;
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor reference");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
@@ -169,7 +169,7 @@ akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
// or changeframefunc, both of which should never return AKERR_KEY...
SUCCEED_RETURN(errctx);
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
@@ -186,10 +186,10 @@ static akerr_ErrorContext *actor_visible(akgl_Actor *obj, SDL_FRect *camera, boo
{
PREPARE_ERROR(errctx);
akgl_Sprite *curSprite = NULL;
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT {
CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
} CLEANUP {
@@ -199,7 +199,7 @@ static akerr_ErrorContext *actor_visible(akgl_Actor *obj, SDL_FRect *camera, boo
*visible = false;
SUCCEED_RETURN(errctx);
} FINISH(errctx, true);
if ( (obj->x < (camera->x - curSprite->width)) ||
(obj->x > (camera->x + camera->w)) ||
(obj->y < (camera->y - curSprite->height)) ||
@@ -218,10 +218,10 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
bool visible = false;
SDL_FRect src;
SDL_FRect dest;
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT {
CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
CATCH(errctx, actor_visible(obj, camera, &visible));
@@ -232,7 +232,7 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
// If an actor doesn't have a sprite for a state, just log it and move on
LOG_ERROR(errctx);
} FINISH(errctx, true);
if ( ! visible ) {
SUCCEED_RETURN(errctx);
}
@@ -254,7 +254,7 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
if ( obj->parent != NULL ) {
dest.x = (obj->parent->x + obj->x - camera->x);
dest.y = (obj->parent->y + obj->y - camera->y);
@@ -271,21 +271,21 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
akerr_ErrorContext *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child)
{
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL parent pointer");
FAIL_ZERO_RETURN(errctx, child, AKERR_NULLPOINTER, "NULL child pointer");
FAIL_NONZERO_RETURN(errctx, child->parent, AKERR_RELATIONSHIP, "Child object already has a parent");
for ( i = 0; i < AKGL_ACTOR_MAX_CHILDREN ; i++ ) {
if ( obj->children[i] == NULL ) {
obj->children[i] = child;
child->parent = obj;
child->refcount += 1;
SUCCEED_RETURN(errctx);
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL parent pointer");
FAIL_ZERO_RETURN(errctx, child, AKERR_NULLPOINTER, "NULL child pointer");
FAIL_NONZERO_RETURN(errctx, child->parent, AKERR_RELATIONSHIP, "Child object already has a parent");
for ( i = 0; i < AKGL_ACTOR_MAX_CHILDREN ; i++ ) {
if ( obj->children[i] == NULL ) {
obj->children[i] = child;
child->parent = obj;
child->refcount += 1;
SUCCEED_RETURN(errctx);
}
}
}
FAIL_RETURN(errctx, AKERR_OUTOFBOUNDS, "Parent object has no remaining child slots left");
FAIL_RETURN(errctx, AKERR_OUTOFBOUNDS, "Parent object has no remaining child slots left");
}
void akgl_registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const char *name)