Removed SDL_bool in favor of plain bool

We require stdbool.h in the build environment, so we might as well use the plain bool type.

If your environment doesn't have stdbool.h, this simple replacement will suffice:
typedef signed char bool;
This commit is contained in:
Sam Lantinga
2024-09-18 07:52:28 -07:00
parent 9dd8859240
commit a90ad3b0e2
258 changed files with 4052 additions and 4057 deletions

View File

@@ -86,13 +86,13 @@ static int SDLCALL TestVirtualJoystick(void *arg)
SDLTest_AssertCheck(nbuttons == desc.nbuttons, "SDL_GetNumJoystickButtons() -> %d (expected %d)", nbuttons, desc.nbuttons);
}
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE)");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, true), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, true)");
SDL_UpdateJoysticks();
SDLTest_AssertCheck(SDL_GetJoystickButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_TRUE, "SDL_GetJoystickButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_TRUE");
SDLTest_AssertCheck(SDL_GetJoystickButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH) == true, "SDL_GetJoystickButton(SDL_GAMEPAD_BUTTON_SOUTH) == true");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_FALSE), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_FALSE)");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, false), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, false)");
SDL_UpdateJoysticks();
SDLTest_AssertCheck(SDL_GetJoystickButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_FALSE, "SDL_GetJoystickButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_FALSE");
SDLTest_AssertCheck(SDL_GetJoystickButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH) == false, "SDL_GetJoystickButton(SDL_GAMEPAD_BUTTON_SOUTH) == false");
gamepad = SDL_OpenGamepad(SDL_GetJoystickID(joystick));
SDLTest_AssertCheck(gamepad != NULL, "SDL_OpenGamepad() succeeded");
@@ -124,13 +124,13 @@ static int SDLCALL TestVirtualJoystick(void *arg)
SDLTest_AssertCheck(SDL_GetGamepadButtonLabel(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_A, "SDL_GetGamepadButtonLabel(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_A");
/* Set the south button and verify that the gamepad responds */
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE)");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, true), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, true)");
SDL_UpdateJoysticks();
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_TRUE, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_TRUE");
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == true, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == true");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_FALSE), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_FALSE)");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, false), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, false)");
SDL_UpdateJoysticks();
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_FALSE, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_FALSE");
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == false, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == false");
/* Set an explicit mapping with legacy Nintendo style buttons */
SDL_SetGamepadMapping(SDL_GetJoystickID(joystick), "ff0013db5669727475616c2043007601,Virtual Nintendo Gamepad,a:b1,b:b0,x:b3,y:b2,back:b4,guide:b5,start:b6,leftstick:b7,rightstick:b8,leftshoulder:b9,rightshoulder:b10,dpup:b11,dpdown:b12,dpleft:b13,dpright:b14,misc1:b15,paddle1:b16,paddle2:b17,paddle3:b18,paddle4:b19,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,hint:SDL_GAMECONTROLLER_USE_BUTTON_LABELS:=1,");
@@ -141,13 +141,13 @@ static int SDLCALL TestVirtualJoystick(void *arg)
SDLTest_AssertCheck(SDL_GetGamepadButtonLabel(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_B, "SDL_GetGamepadButtonLabel(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_B");
/* Set the south button and verify that the gamepad responds */
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE)");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, true), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, true)");
SDL_UpdateJoysticks();
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_TRUE, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_TRUE");
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == true, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == true");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_FALSE), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_FALSE)");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, false), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, false)");
SDL_UpdateJoysticks();
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_FALSE, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_FALSE");
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == false, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == false");
/* Set an explicit mapping with PS4 style buttons */
SDL_SetGamepadMapping(SDL_GetJoystickID(joystick), "ff0013db5669727475616c2043007601,Virtual PS4 Gamepad,type:ps4,a:b0,b:b1,x:b2,y:b3,back:b4,guide:b5,start:b6,leftstick:b7,rightstick:b8,leftshoulder:b9,rightshoulder:b10,dpup:b11,dpdown:b12,dpleft:b13,dpright:b14,misc1:b15,paddle1:b16,paddle2:b17,paddle3:b18,paddle4:b19,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,");
@@ -158,13 +158,13 @@ static int SDLCALL TestVirtualJoystick(void *arg)
SDLTest_AssertCheck(SDL_GetGamepadButtonLabel(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_CROSS, "SDL_GetGamepadButtonLabel(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_CROSS");
/* Set the south button and verify that the gamepad responds */
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE)");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, true), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, true)");
SDL_UpdateJoysticks();
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_TRUE, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_TRUE");
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == true, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == true");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, SDL_FALSE), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, SDL_FALSE)");
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_SOUTH, false), "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_SOUTH, false)");
SDL_UpdateJoysticks();
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_FALSE, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == SDL_FALSE");
SDLTest_AssertCheck(SDL_GetGamepadButton(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == false, "SDL_GetGamepadButton(SDL_GAMEPAD_BUTTON_SOUTH) == false");
SDL_CloseGamepad(gamepad);
}