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

@@ -19,7 +19,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_list_keyboards(void)
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, keyboards, AKERR_NULLPOINTER, "%s", SDL_GetError());
for (int i = 0; i < count; i++) {
const char *name = SDL_GetKeyboardNameForID(keyboards[i]);
SDL_Log("Keyboard %d: ID %u, Name: %s\n", i, keyboards[i], name);
@@ -80,7 +80,7 @@ akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *even
// This controlmap processes this control
eventButtonComboMatch = (
((event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ||
event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) &&
event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) &&
event->gbutton.which == curmap->jsid &&
event->gbutton.button == curcontrol->button) ||
((event->type == SDL_EVENT_KEY_DOWN ||
@@ -104,7 +104,7 @@ akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *even
}
}
}
_akgl_controller_handle_event_success:
_akgl_controller_handle_event_success:
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
@@ -121,7 +121,7 @@ _akgl_controller_handle_event_success:
akerr_ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
{
akgl_Actor *player = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
@@ -130,39 +130,39 @@ akerr_ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
FAIL_ZERO_RETURN(errctx, player, AKERR_NULLPOINTER, "Player actor does not exist");
if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
event->key.key == SDLK_DOWN ) {
event->key.key == SDLK_DOWN ) {
SDL_Log("Processing dpad down : state %d", player->state);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_DOWN);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_DOWN);
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_DOWN);
}
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ||
event->key.key == SDLK_UP ) {
event->key.key == SDLK_UP ) {
SDL_Log("Processing dpad up");
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_UP);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_UP);
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_UP);
}
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
event->key.key == SDLK_LEFT ) {
event->key.key == SDLK_LEFT ) {
SDL_Log("Processing dpad left");
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_LEFT);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_LEFT);
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_LEFT);
}
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ||
event->key.key == SDLK_RIGHT ) {
event->key.key == SDLK_RIGHT ) {
SDL_Log("Processing dpad right");
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_RIGHT);
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_RIGHT);
}
SDL_Log("New state : %d", player->state);
}
@@ -179,7 +179,7 @@ akerr_ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
akerr_ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
{
akgl_Actor *player = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
@@ -188,25 +188,25 @@ akerr_ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
FAIL_ZERO_RETURN(errctx, player, AKERR_NULLPOINTER, "Player actor does not exist");
if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
event->key.key == SDLK_DOWN ) {
event->key.key == SDLK_DOWN ) {
SDL_Log("processing down release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_DOWN);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ||
event->key.key == SDLK_UP ) {
event->key.key == SDLK_UP ) {
SDL_Log("processing up release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_UP);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ||
event->key.key == SDLK_RIGHT) {
event->key.key == SDLK_RIGHT) {
SDL_Log("processing right release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
event->key.key == SDLK_LEFT ) {
event->key.key == SDLK_LEFT ) {
SDL_Log("processing left release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_LEFT);
player->curSpriteFrameId = 0;
@@ -227,24 +227,24 @@ akerr_ErrorContext *gamepad_handle_added(void *appstate, SDL_Event *event)
SDL_JoystickID which;
SDL_Gamepad *gamepad = NULL;
char *mapping = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
which = event->gbutton.which;
gamepad = SDL_GetGamepadFromID(which);
if (!gamepad) {
SDL_Log("Gamepad #%u add, but not opened: %s", (unsigned int) which, SDL_GetError());
gamepad = SDL_OpenGamepad(which);
SDL_Log("Gamepad #%u opened: %s", (unsigned int) which, SDL_GetError());
mapping = SDL_GetGamepadMapping(gamepad);
if ( mapping == NULL ) {
SDL_Log("Gamepad #%u has no mapping!", (unsigned int) which);
SDL_Log("Gamepad #%u has no mapping!", (unsigned int) which);
} else if ( mapping != NULL ) {
SDL_Log("Gamepad #%u mapping : %s", (unsigned int) which, mapping);
SDL_free(mapping);
SDL_Log("Gamepad #%u mapping : %s", (unsigned int) which, mapping);
SDL_free(mapping);
}
} else {
SDL_Log("Gamepad #%u ('%s') added", (unsigned int) which, SDL_GetGamepadName(gamepad));
@@ -270,7 +270,7 @@ akerr_ErrorContext *gamepad_handle_removed(void *appstate, SDL_Event *event)
which = event->gbutton.which;
gamepad = SDL_GetGamepadFromID(which);
if (gamepad) {
SDL_CloseGamepad(gamepad); /* the joystick was unplugged. */
}
@@ -292,14 +292,14 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_pushmap(int controlmapid, akg
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, char *actorname, int kbid, int jsid)
{
akgl_ControlMap *controlmap;
akgl_Control control;
PREPARE_ERROR(errctx);
ATTEMPT {
// set up the control map
@@ -308,12 +308,12 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
controlmap = &GAME_ControlMaps[controlmapid];
controlmap->kbid = kbid;
controlmap->jsid = jsid;
controlmap->target = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
FAIL_ZERO_BREAK(errctx, controlmap->target, AKGL_ERR_REGISTRY, "Actor %s not found in registry", actorname);
// ---- KEYBOARD CONTROLS ----
// Move down
control.key = SDLK_DOWN;
control.event_on = SDL_EVENT_KEY_DOWN;
@@ -329,7 +329,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
control.handler_on = &akgl_Actor_cmhf_up_on;
control.handler_off = &akgl_Actor_cmhf_up_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move left
control.key = SDLK_LEFT;
control.event_on = SDL_EVENT_KEY_DOWN;
@@ -337,7 +337,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
control.handler_on = &akgl_Actor_cmhf_left_on;
control.handler_off = &akgl_Actor_cmhf_left_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move right
control.key = SDLK_RIGHT;
control.event_on = SDL_EVENT_KEY_DOWN;
@@ -363,7 +363,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
control.handler_on = &akgl_Actor_cmhf_up_on;
control.handler_off = &akgl_Actor_cmhf_up_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move left
control.button = SDL_GAMEPAD_BUTTON_DPAD_LEFT;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
@@ -371,7 +371,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
control.handler_on = &akgl_Actor_cmhf_left_on;
control.handler_off = &akgl_Actor_cmhf_left_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move right
control.button = SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
@@ -379,9 +379,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
control.handler_on = &akgl_Actor_cmhf_right_on;
control.handler_off = &akgl_Actor_cmhf_right_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
SUCCEED_RETURN(errctx);
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);