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

@@ -18,7 +18,7 @@ akerr_ErrorContext *test_tilemap_akgl_get_json_tilemap_property(void)
json_error_t jsonerr;
akgl_String *tmpstr = NULL;
int propnum;
ATTEMPT {
gamemap = &_akgl_gamemap;
renderer = &_akgl_renderer;
@@ -97,7 +97,7 @@ akerr_ErrorContext *test_akgl_tilemap_compute_tileset_offsets(void)
&gamemap->tilesets[0].tile_offsets[3][1], // Tile 3 Y
};
int i = 0;
memset((void *)gamemap, 0x00, sizeof(akgl_Tilemap));
gamemap->tilesets[0].tilecount = 4;
gamemap->tilesets[0].columns = 2;
@@ -194,7 +194,7 @@ akerr_ErrorContext *test_akgl_tilemap_load_layer_tile(void)
json_error_t errdata;
memset((void *)gamemap, 0x00, sizeof(akgl_Tilemap));
ATTEMPT {
gamemap = &_akgl_gamemap;
renderer = &_akgl_renderer;
@@ -212,7 +212,7 @@ akerr_ErrorContext *test_akgl_tilemap_load_layer_tile(void)
(gamemap->layers[0].data[2] != 3) ||
(gamemap->layers[0].data[3] != 4) ) {
FAIL_BREAK(errctx, AKERR_VALUE, "Test tilemap layer 0 tiles loaded with incorrect values (check gdb)");
}
}
} CLEANUP {
if ( pathstr != NULL ) {
IGNORE(akgl_heap_release_string(pathstr));
@@ -234,7 +234,7 @@ akerr_ErrorContext *test_akgl_tilemap_load_layers(void)
int i = 0;
memset((void *)gamemap, 0x00, sizeof(akgl_Tilemap));
ATTEMPT {
gamemap = &_akgl_gamemap;
renderer = &_akgl_renderer;
@@ -267,13 +267,13 @@ akerr_ErrorContext *test_akgl_tilemap_load_layers(void)
FAIL_BREAK(errctx, AKERR_VALUE, "Map layer 2 should have 1 loaded object (testactor) and nothing else (see gdb)");
}
// Layer 1 and 3 should have no objects
for ( i = 0; i < AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER ; i++ ) {
for ( i = 0; i < AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER ; i++ ) {
if ( gamemap->layers[0].objects[i].id != 0 ) {
FAIL(errctx, AKERR_VALUE, "Map layers 1 and 3 should have no objects loaded but found objects");
goto _test_akgl_tilemap_load_layers_cleanup;
}
}
for ( i = 0; i < AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER ; i++ ) {
for ( i = 0; i < AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER ; i++ ) {
if ( gamemap->layers[2].objects[i].id != 0 ) {
FAIL(errctx, AKERR_VALUE, "Map layers 1 and 3 should have no objects loaded but found objects");
goto _test_akgl_tilemap_load_layers_cleanup;
@@ -291,7 +291,7 @@ akerr_ErrorContext *test_akgl_tilemap_load_layers(void)
) {
FAIL_BREAK(errctx, AKERR_VALUE, "Map layers 1 and 3 should have tile data but it is incorrect");
}
_test_akgl_tilemap_load_layers_cleanup:
_test_akgl_tilemap_load_layers_cleanup:
} CLEANUP {
if ( pathstr != NULL ) {
IGNORE(akgl_heap_release_string(pathstr));
@@ -313,7 +313,7 @@ akerr_ErrorContext *test_akgl_tilemap_load_tilesets(void)
SDL_Texture *image = NULL;
memset((void *)gamemap, 0x00, sizeof(akgl_Tilemap));
ATTEMPT {
gamemap = &_akgl_gamemap;
renderer = &_akgl_renderer;
@@ -385,7 +385,7 @@ akerr_ErrorContext *test_akgl_tilemap_load(void)
akerr_ErrorContext *test_akgl_tilemap_draw(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
gamemap = &_akgl_gamemap;
renderer = &_akgl_renderer;
@@ -399,7 +399,7 @@ akerr_ErrorContext *test_akgl_tilemap_draw(void)
akerr_ErrorContext *test_akgl_tilemap_draw_tileset(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
gamemap = &_akgl_gamemap;
renderer = &_akgl_renderer;
@@ -412,16 +412,16 @@ akerr_ErrorContext *test_akgl_tilemap_draw_tileset(void)
int main(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
gamemap = &_akgl_gamemap;
renderer = &_akgl_renderer;
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
}
if (!SDL_CreateWindowAndRenderer("net/aklabs/libakgl/test_sprite", 768, 576, 0, &window, &renderer->sdl_renderer)) {
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
}
@@ -445,6 +445,5 @@ int main(void)
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}
}