Reformat to something more readable for me :3
This commit is contained in:
+46
-47
@@ -8,106 +8,105 @@ static SDL_GameController *s_controller;
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int WINDOW_WIDTH;
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int WINDOW_HEIGHT;
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void context_init( const char *title, int width, int height, int major, int minor )
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void context_init(const char *title, int width, int height, int major, int minor)
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{
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if( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_JOYSTICK ) < 0 ) goto err;
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) goto err;
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int profile = (major < 3) ? SDL_GL_CONTEXT_PROFILE_COMPATIBILITY : SDL_GL_CONTEXT_PROFILE_CORE;
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int profile = major < 3 ? SDL_GL_CONTEXT_PROFILE_COMPATIBILITY : SDL_GL_CONTEXT_PROFILE_CORE;
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, major );
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, minor );
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SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, profile );
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile);
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WINDOW_WIDTH = width;
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WINDOW_HEIGHT = height;
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s_sdlWindow = SDL_CreateWindow(
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s_sdlWindow = SDL_CreateWindow(
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title,
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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width, height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
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);
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if( !s_sdlWindow ) goto err;
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if (!s_sdlWindow) goto err;
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s_sdlGlContext = SDL_GL_CreateContext( s_sdlWindow );
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SDL_GL_SetSwapInterval( 1 );
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s_sdlGlContext = SDL_GL_CreateContext(s_sdlWindow);
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SDL_GL_SetSwapInterval(1);
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if( !s_sdlGlContext ) goto err;
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if (!s_sdlGlContext) goto err;
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#ifndef __APPLE__
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glewExperimental = GL_TRUE;
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const GLenum glewInitResult = glewInit();
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if( glewInitResult != GLEW_OK ) goto err;
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glewExperimental = GL_TRUE;
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const GLenum glewInitResult = glewInit();
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if (glewInitResult != GLEW_OK) goto err;
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#endif
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s_controller = NULL;
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for( int i = 0; i < SDL_NumJoysticks(); ++i )
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for (int i = 0; i < SDL_NumJoysticks(); ++i)
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{
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if( ! SDL_IsGameController( i ) ) continue;
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s_controller = SDL_GameControllerOpen( i );
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printf( "Using game controller: %s", SDL_GameControllerName( s_controller ) );
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if( s_controller ) break;
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if (!SDL_IsGameController(i)) continue;
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s_controller = SDL_GameControllerOpen(i);
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printf("Using game controller: %s", SDL_GameControllerName(s_controller));
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if (s_controller) break;
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}
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return;
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err:
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SDL_GL_DeleteContext( s_sdlGlContext );
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SDL_DestroyWindow( s_sdlWindow );
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err: SDL_GL_DeleteContext(s_sdlGlContext);
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SDL_DestroyWindow(s_sdlWindow);
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SDL_Quit();
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}
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SDL_GameController *context_get_controller( void )
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SDL_GameController *context_get_controller(void)
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{
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return s_controller;
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}
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bool context_flip_frame_poll_events( void )
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bool context_flip_frame_poll_events(void)
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{
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bool still_running = true;
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SDL_GL_SwapWindow( s_sdlWindow );
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SDL_GL_SwapWindow(s_sdlWindow);
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SDL_Event event;
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while( SDL_PollEvent( &event ) )
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while (SDL_PollEvent(&event))
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{
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switch( event.type )
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switch (event.type)
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{
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case SDL_QUIT:
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still_running = false;
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break;
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case SDL_KEYDOWN:
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if( event.key.keysym.sym == SDLK_ESCAPE )
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case SDL_QUIT:
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still_running = false;
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break;
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case SDL_WINDOWEVENT:
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if( event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED )
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{
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WINDOW_WIDTH = event.window.data1;
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WINDOW_HEIGHT = event.window.data2;
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glViewport( 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT );
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}
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_ESCAPE)
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still_running = false;
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case SDL_WINDOWEVENT:
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if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
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{
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WINDOW_WIDTH = event.window.data1;
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WINDOW_HEIGHT = event.window.data2;
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glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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}
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break;
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}
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}
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return still_running;
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}
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void context_terminate( void )
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void context_terminate(void)
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{
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if( !s_sdlWindow )
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if (!s_sdlWindow)
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return;
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if( s_controller )
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SDL_GameControllerClose( s_controller );
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if (s_controller)
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SDL_GameControllerClose(s_controller);
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SDL_GL_DeleteContext( s_sdlGlContext );
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SDL_DestroyWindow( s_sdlWindow );
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SDL_GL_DeleteContext(s_sdlGlContext);
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SDL_DestroyWindow(s_sdlWindow);
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SDL_Quit();
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s_sdlWindow = NULL;
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