audio: Cleaned out most remaining /* */ comments for // style.
Fully committing to it...! This left SDL_wave.* alone for now, since there's a ton of comments in there and this code hasn't changed much from SDL2 so far. But as SDL2 ages out a little more, I'll likely switch this over, too.
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@@ -45,7 +45,7 @@ struct SDL_PrivateAudioData
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void *activation_handler;
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};
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/* win32 and winrt implementations call into these. */
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// win32 and winrt implementations call into these.
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int WASAPI_PrepDevice(SDL_AudioDevice *device);
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void WASAPI_DisconnectDevice(SDL_AudioDevice *device); // don't hold the device lock when calling this!
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@@ -54,7 +54,7 @@ void WASAPI_DisconnectDevice(SDL_AudioDevice *device); // don't hold the device
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typedef int (*ManagementThreadTask)(void *userdata);
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int WASAPI_ProxyToManagementThread(ManagementThreadTask task, void *userdata, int *wait_until_complete);
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/* These are functions that are implemented differently for Windows vs WinRT. */
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// These are functions that are implemented differently for Windows vs WinRT.
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// UNLESS OTHERWISE NOTED THESE ALL HAPPEN ON THE MANAGEMENT THREAD.
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int WASAPI_PlatformInit(void);
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void WASAPI_PlatformDeinit(void);
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@@ -70,4 +70,4 @@ void WASAPI_PlatformFreeDeviceHandle(SDL_AudioDevice *device);
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}
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#endif
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#endif /* SDL_wasapi_h_ */
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#endif // SDL_wasapi_h_
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