Commit 1b9b4083 authored by Sam Lantinga's avatar Sam Lantinga

indent

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403452
parent ff8b5276
......@@ -597,7 +597,8 @@ extern DECLSPEC const char *SDLCALL SDL_GetWindowTitle(SDL_WindowID windowID);
*
* \param icon The icon for the window
*/
extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_WindowID windowID, SDL_Surface * icon);
extern DECLSPEC void SDLCALL SDL_SetWindowIcon(SDL_WindowID windowID,
SDL_Surface * icon);
/**
* \fn void SDL_SetWindowData(SDL_WindowID windowID, void *userdata)
......
......@@ -412,7 +412,8 @@ SDL_SaveBMP_RW(SDL_Surface * saveme, SDL_RWops * dst, int freedst)
32-bit BMP with alpha channel, otherwise save a 24-bit BMP. */
if (save32bit) {
SDL_InitFormat(&format, 32,
0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
0x00FF0000, 0x0000FF00, 0x000000FF,
0xFF000000);
} else {
SDL_InitFormat(&format, 24,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
......@@ -424,7 +425,8 @@ SDL_SaveBMP_RW(SDL_Surface * saveme, SDL_RWops * dst, int freedst)
}
surface = SDL_ConvertSurface(saveme, &format, 0);
if (!surface) {
SDL_SetError("Couldn't convert image to %d bpp", format.BitsPerPixel);
SDL_SetError("Couldn't convert image to %d bpp",
format.BitsPerPixel);
}
}
}
......
......@@ -360,7 +360,8 @@ SDL_AllocFormat(int bpp,
}
SDL_PixelFormat *
SDL_InitFormat(SDL_PixelFormat *format, int bpp, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask)
SDL_InitFormat(SDL_PixelFormat * format, int bpp, Uint32 Rmask, Uint32 Gmask,
Uint32 Bmask, Uint32 Amask)
{
Uint32 mask;
......
......@@ -29,7 +29,7 @@
extern SDL_PixelFormat *SDL_AllocFormat(int bpp,
Uint32 Rmask, Uint32 Gmask,
Uint32 Bmask, Uint32 Amask);
extern SDL_PixelFormat *SDL_InitFormat(SDL_PixelFormat *format, int bpp,
extern SDL_PixelFormat *SDL_InitFormat(SDL_PixelFormat * format, int bpp,
Uint32 Rmask, Uint32 Gmask,
Uint32 Bmask, Uint32 Amask);
extern void SDL_FormatChanged(SDL_Surface * surface);
......
......@@ -39,7 +39,9 @@
static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
static int D3D_DisplayModeChanged(SDL_Renderer * renderer);
static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch);
static int D3D_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
static int D3D_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
......@@ -232,17 +234,18 @@ PixelFormatToD3DFMT(Uint32 format)
}
static SDL_bool
D3D_IsTextureFormatAvailable(IDirect3D9 *d3d, Uint32 display_format, Uint32 texture_format)
D3D_IsTextureFormatAvailable(IDirect3D9 * d3d, Uint32 display_format,
Uint32 texture_format)
{
HRESULT result;
result = IDirect3D9_CheckDeviceFormat(d3d,
D3DADAPTER_DEFAULT, /* FIXME */
result = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, /* FIXME */
D3DDEVTYPE_HAL,
PixelFormatToD3DFMT(display_format),
0,
D3DRTYPE_TEXTURE,
PixelFormatToD3DFMT(texture_format));
PixelFormatToD3DFMT
(texture_format));
return FAILED(result) ? SDL_FALSE : SDL_TRUE;
}
......@@ -260,7 +263,8 @@ UpdateYUVTextureData(SDL_Texture * texture)
d3drect.top = 0;
d3drect.bottom = texture->h;
result = IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
result =
IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
if (FAILED(result)) {
return;
}
......@@ -298,15 +302,22 @@ D3D_AddRenderDriver(_THIS)
};
for (i = 0; i < SDL_arraysize(formats); ++i) {
if (D3D_IsTextureFormatAvailable(data->d3d, mode->format, formats[i])) {
info->texture_formats[info->num_texture_formats++] = formats[i];
if (D3D_IsTextureFormatAvailable
(data->d3d, mode->format, formats[i])) {
info->texture_formats[info->num_texture_formats++] =
formats[i];
}
}
info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YV12;
info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YUY2;
info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
info->texture_formats[info->num_texture_formats++] = SDL_PIXELFORMAT_YVYU;
info->texture_formats[info->num_texture_formats++] =
SDL_PIXELFORMAT_YV12;
info->texture_formats[info->num_texture_formats++] =
SDL_PIXELFORMAT_IYUV;
info->texture_formats[info->num_texture_formats++] =
SDL_PIXELFORMAT_YUY2;
info->texture_formats[info->num_texture_formats++] =
SDL_PIXELFORMAT_UYVY;
info->texture_formats[info->num_texture_formats++] =
SDL_PIXELFORMAT_YVYU;
SDL_AddRenderDriver(0, &D3D_RenderDriver);
}
......@@ -549,9 +560,11 @@ D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
if (SDL_ISPIXELFORMAT_FOURCC(texture->format) &&
(texture->format != SDL_PIXELFORMAT_YUY2 ||
!D3D_IsTextureFormatAvailable(renderdata->d3d, display_format, texture->format)) &&
(texture->format != SDL_PIXELFORMAT_YVYU ||
!D3D_IsTextureFormatAvailable(renderdata->d3d, display_format, texture->format))) {
!D3D_IsTextureFormatAvailable(renderdata->d3d, display_format,
texture->format))
&& (texture->format != SDL_PIXELFORMAT_YVYU
|| !D3D_IsTextureFormatAvailable(renderdata->d3d, display_format,
texture->format))) {
data->yuv =
SDL_SW_CreateYUVTexture(texture->format, texture->w, texture->h);
if (!data->yuv) {
......@@ -680,7 +693,8 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
result =
IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
texture->h, 1, 0,
PixelFormatToD3DFMT(texture->format),
PixelFormatToD3DFMT(texture->
format),
D3DPOOL_SYSTEMMEM, &temp, NULL);
if (FAILED(result)) {
D3D_SetError("CreateTexture()", result);
......@@ -733,7 +747,8 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
d3drect.bottom = rect->y + rect->h;
result =
IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect, 0);
IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
0);
if (FAILED(result)) {
D3D_SetError("LockRect()", result);
return -1;
......@@ -776,7 +791,8 @@ D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
result =
IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
markDirty ? 0 : D3DLOCK_NO_DIRTY_UPDATE);
markDirty ? 0 :
D3DLOCK_NO_DIRTY_UPDATE);
if (FAILED(result)) {
D3D_SetError("LockRect()", result);
return -1;
......
......@@ -287,7 +287,7 @@ WIN_WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
}
if (flags & RI_MOUSE_WHEEL) {
SDL_SendMouseWheel(index, 0,
(short)raw->data.mouse.usButtonData);
(short) raw->data.mouse.usButtonData);
}
SDL_stack_free(lpb);
}
......
......@@ -85,7 +85,8 @@ WIN_InitMouse(_THIS)
continue;
}
buffer = SDL_malloc((tmp + 1) * sizeof(char));
key_name = SDL_malloc((tmp + SDL_strlen(reg_key_root) + 1) * sizeof(char));
key_name =
SDL_malloc((tmp + SDL_strlen(reg_key_root) + 1) * sizeof(char));
/* we're getting the device registry path and polishing it to get it's name,
surely there must be an easier way, but we haven't found it yet */
......@@ -178,7 +179,8 @@ WIN_InitMouse(_THIS)
int cursors;
data->WTInfoA(WTI_DEVICES, DVC_NPRESSURE, &pressure);
data->WTInfoA(WTI_DEVICES, DVC_NCSRTYPES, &cursors);
SDL_AddMouse(&mouse, device_name, pressure.axMax, pressure.axMin, cursors);
SDL_AddMouse(&mouse, device_name, pressure.axMax, pressure.axMin,
cursors);
} else {
SDL_AddMouse(&mouse, device_name, 0, 0, 1);
}
......
......@@ -318,7 +318,7 @@ WIN_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon)
HWND hwnd = ((SDL_WindowData *) window->driverdata)->hwnd;
HICON hicon = NULL;
if(icon) {
if (icon) {
BYTE *icon_bmp;
int icon_len;
SDL_RWops *dst;
......@@ -337,7 +337,7 @@ WIN_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon)
/* Write the BITMAPINFO header */
SDL_WriteLE32(dst, 40);
SDL_WriteLE32(dst, icon->w);
SDL_WriteLE32(dst, icon->h*2);
SDL_WriteLE32(dst, icon->h * 2);
SDL_WriteLE16(dst, 1);
SDL_WriteLE16(dst, 32);
SDL_WriteLE32(dst, BI_RGB);
......@@ -355,22 +355,23 @@ WIN_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon)
/* Write the pixels upside down into the bitmap buffer */
int y = surface->h;
while (y--) {
Uint8 *src = (Uint8 *)surface->pixels + y * surface->pitch;
Uint8 *src = (Uint8 *) surface->pixels + y * surface->pitch;
SDL_RWwrite(dst, src, surface->pitch, 1);
}
SDL_FreeSurface(surface);
hicon = CreateIconFromResource(icon_bmp, icon_len, TRUE, 0x00030000);
hicon =
CreateIconFromResource(icon_bmp, icon_len, TRUE, 0x00030000);
}
SDL_RWclose(dst);
SDL_stack_free(icon_bmp);
}
/* Set the icon for the window */
SendMessage(hwnd, WM_SETICON, ICON_SMALL, (LPARAM)hicon);
SendMessage(hwnd, WM_SETICON, ICON_SMALL, (LPARAM) hicon);
/* Set the icon in the task manager (should we do this?) */
SendMessage(hwnd, WM_SETICON, ICON_BIG, (LPARAM)hicon);
SendMessage(hwnd, WM_SETICON, ICON_BIG, (LPARAM) hicon);
}
void
......
......@@ -659,22 +659,24 @@ X11_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon)
Uint32 *propdata;
/* Convert the icon to ARGB for modern window managers */
SDL_InitFormat(&format, 32, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000);
SDL_InitFormat(&format, 32, 0x00FF0000, 0x0000FF00, 0x000000FF,
0xFF000000);
surface = SDL_ConvertSurface(icon, &format, 0);
if (!surface) {
return;
}
/* Set the _NET_WM_ICON property */
propsize = 2+(icon->w*icon->h);
propsize = 2 + (icon->w * icon->h);
propdata = SDL_malloc(propsize * sizeof(Uint32));
if (propdata) {
propdata[0] = icon->w;
propdata[1] = icon->h;
SDL_memcpy(&propdata[2], surface->pixels, surface->h*surface->pitch);
XChangeProperty(display, data->window, _NET_WM_ICON,
XA_CARDINAL, 32, PropModeReplace,
(unsigned char *) propdata, propsize);
SDL_memcpy(&propdata[2], surface->pixels,
surface->h * surface->pitch);
XChangeProperty(display, data->window, _NET_WM_ICON, XA_CARDINAL,
32, PropModeReplace, (unsigned char *) propdata,
propsize);
}
SDL_FreeSurface(surface);
} else {
......
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