Cleanup add brace (#6545)
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
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@@ -196,8 +196,7 @@ SetCurrentBinding(int iBinding)
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return;
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}
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if (s_arrBindingOrder[iBinding] == -1)
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{
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if (s_arrBindingOrder[iBinding] == -1) {
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SetCurrentBinding(iBinding + 1);
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return;
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}
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@@ -224,8 +223,7 @@ SetCurrentBinding(int iBinding)
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static SDL_bool
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BBindingContainsBinding(const SDL_GameControllerExtendedBind *pBindingA, const SDL_GameControllerExtendedBind *pBindingB)
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{
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if (pBindingA->bindType != pBindingB->bindType)
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{
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if (pBindingA->bindType != pBindingB->bindType) {
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return SDL_FALSE;
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}
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switch (pBindingA->bindType)
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@@ -242,7 +240,7 @@ BBindingContainsBinding(const SDL_GameControllerExtendedBind *pBindingA, const S
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int maxA = SDL_max(pBindingA->value.axis.axis_min, pBindingA->value.axis.axis_max);
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int minB = SDL_min(pBindingB->value.axis.axis_min, pBindingB->value.axis.axis_max);
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int maxB = SDL_max(pBindingB->value.axis.axis_min, pBindingB->value.axis.axis_max);
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return (minA <= minB && maxA >= maxB);
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return minA <= minB && maxA >= maxB;
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}
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/* Not reached */
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default:
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