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>
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@@ -37,7 +37,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *s
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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self->gravity = akgl_physics_null_gravity;
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self->collide = akgl_physics_null_collide;
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self->move = akgl_physics_null_move;
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@@ -65,7 +65,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_gravity(akgl_PhysicsBacke
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// Assume Z origin is - (behind the camera)
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actor->ez -= (self->gravity_z * dt);
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}
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SUCCEED_RETURN(e);
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}
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@@ -84,7 +84,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_move(struct akgl_PhysicsB
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FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
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actor->x += actor->vx * dt;
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actor->y += actor->vy * dt;
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actor->z += actor->vz * dt;
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actor->z += actor->vz * dt;
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SUCCEED_RETURN(e);
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}
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@@ -94,7 +94,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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PASS(e, akgl_heap_next_string(&tmp));
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self->gravity = akgl_physics_arcade_gravity;
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self->collide = akgl_physics_arcade_collide;
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self->move = akgl_physics_arcade_move;
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@@ -117,7 +117,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend
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IGNORE(akgl_heap_release_string(tmp));
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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@@ -143,8 +143,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
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if ( opflags == NULL ) {
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opflags = &defflags;
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}
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for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
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actor = &HEAP_ACTOR[i];
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if ( actor->refcount == 0 ) {
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@@ -164,21 +164,21 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
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continue;
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}
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}
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// thrust is a function of acceleration on a given axis
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ||
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AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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actor->tx += actor->ax * dt;
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}
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ||
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AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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actor->ty += actor->ay * dt;
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}
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// velocity equals thrust unless thrust exceeds max speed
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if ( fabsf(actor->tx) > fabsf(actor->sx) ) {
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if ( actor->tx < 0 ) {
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actor->tx = -actor->sx;
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actor->tx = -actor->sx;
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} else {
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actor->tx = actor->sx;
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}
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@@ -216,14 +216,14 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
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actor->vy = actor->ey + actor->ty;
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actor->vz = actor->ez + actor->tz;
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PASS(e, self->move(self, actor, dt));
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PASS(e, self->move(self, actor, dt));
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} CLEANUP {
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} PROCESS(e) {
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} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
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// noop
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} FINISH(e, true);
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}
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self->gravity_time = curtime;
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self->gravity_time = curtime;
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SUCCEED_RETURN(e);
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}
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@@ -233,7 +233,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_factory(akgl_PhysicsBackend *sel
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, type, AKERR_NULLPOINTER, "type");
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if ( strncmp(type->data, "null", 4) == 0) {
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PASS(e, akgl_physics_init_null(self));
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SUCCEED_RETURN(e);
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