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

@@ -125,7 +125,7 @@ SDL_COMPILE_TIME_ASSERT(keyboard_colors, SDL_arraysize(colors) == MAX_KEYBOARDS)
typedef struct
{
SDL_MouseID instance_id;
SDL_bool active;
bool active;
Uint8 button_state;
SDL_FPoint position;
int trail_head;
@@ -138,7 +138,7 @@ static MouseState mice[MAX_MICE];
typedef struct
{
SDL_KeyboardID instance_id;
SDL_bool active;
bool active;
Uint8 button_state;
SDL_FPoint position;
} KeyboardState;
@@ -172,7 +172,7 @@ static SDL_Texture *CreateTexture(const char *image[], SDL_Renderer *renderer)
palette->colors['X'].g = 0x00;
palette->colors['X'].b = 0x00;
SDL_SetSurfaceColorKey(surface, SDL_TRUE, ' ');
SDL_SetSurfaceColorKey(surface, true, ' ');
texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_DestroySurface(surface);
@@ -190,7 +190,7 @@ static void HandleMouseAdded(SDL_MouseID instance_id)
MouseState *mouse_state = &mice[i];
if (!mouse_state->active) {
mouse_state->instance_id = instance_id;
mouse_state->active = SDL_TRUE;
mouse_state->active = true;
mouse_state->position.x = w * 0.5f;
mouse_state->position.y = h * 0.5f;
return;
@@ -339,7 +339,7 @@ static void HandleKeyboardAdded(SDL_KeyboardID instance_id)
KeyboardState *keyboard_state = &keyboards[i];
if (!keyboard_state->active) {
keyboard_state->instance_id = instance_id;
keyboard_state->active = SDL_TRUE;
keyboard_state->active = true;
keyboard_state->position.x = w * 0.5f;
keyboard_state->position.y = h * 0.5f;
return;
@@ -537,7 +537,7 @@ int main(int argc, char *argv[])
SDL_SetPointerProperty(SDL_GetRendererProperties(renderer), PROP_CROSS_CURSOR_TEXTURE, cursor_cross);
/* We only get mouse motion for distinct devices when relative mode is enabled */
SDL_SetWindowRelativeMouseMode(state->windows[i], SDL_TRUE);
SDL_SetWindowRelativeMouseMode(state->windows[i], true);
}
/* Main render loop */