Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base. In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted. The script I ran for the src directory is added as build-scripts/clang-format-src.sh This fixes: #6592 #6593 #6594
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@@ -40,8 +40,7 @@ quit(int rc)
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exit(rc);
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}
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int
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LoadSprite(const char *file)
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int LoadSprite(const char *file)
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{
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int i;
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@@ -62,9 +61,7 @@ LoadSprite(const char *file)
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return 0;
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}
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void
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loop()
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void loop()
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{
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int i;
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SDL_Event event;
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@@ -163,8 +160,7 @@ loop()
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#endif
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}
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int
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main(int argc, char *argv[])
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int main(int argc, char *argv[])
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{
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int i;
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const char *icon = "icon.bmp";
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@@ -218,7 +214,7 @@ main(int argc, char *argv[])
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/* Create the windows, initialize the renderers, and load the textures */
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sprites =
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(SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites));
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(SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
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if (sprites == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
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quit(2);
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@@ -237,7 +233,6 @@ main(int argc, char *argv[])
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}
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}
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srand((unsigned int)time(NULL));
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/* Main render loop */
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@@ -251,16 +246,16 @@ main(int argc, char *argv[])
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while (!done) {
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++frames;
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loop();
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}
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}
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#endif
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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double fps = ((double) frames * 1000) / (now - then);
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double fps = ((double)frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second\n", fps);
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}
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quit(0);
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return 0;
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