diff Xcode/TemplatesForXcode/SDL OpenGL Application/main.c @ 2220:4d2d0548f5b2

Don't run indent on the Xcode templates
author Sam Lantinga <slouken@libsdl.org>
date Sat, 11 Aug 2007 18:51:12 +0000
parents 23a2cb765052
children
line wrap: on
line diff
--- a/Xcode/TemplatesForXcode/SDL OpenGL Application/main.c	Fri Aug 10 16:03:35 2007 +0000
+++ b/Xcode/TemplatesForXcode/SDL OpenGL Application/main.c	Sat Aug 11 18:51:12 2007 +0000
@@ -4,7 +4,7 @@
    Please see the SDL documentation for details on using the SDL API:
    /Developer/Documentation/SDL/docs.html
 */
-
+   
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
@@ -12,175 +12,168 @@
 
 #include "SDL.h"
 
-extern void Atlantis_Init();
-extern void Atlantis_Reshape(int w, int h);
-extern void Atlantis_Animate();
-extern void Atlantis_Display();
+extern void Atlantis_Init ();
+extern void Atlantis_Reshape (int w, int h);
+extern void Atlantis_Animate ();
+extern void Atlantis_Display ();
 
 static SDL_Surface *gScreen;
 
-static void
-initAttributes()
+static void initAttributes ()
 {
     // Setup attributes we want for the OpenGL context
-
+    
     int value;
-
+    
     // Don't set color bit sizes (SDL_GL_RED_SIZE, etc)
     //    Mac OS X will always use 8-8-8-8 ARGB for 32-bit screens and
     //    5-5-5 RGB for 16-bit screens
-
+    
     // Request a 16-bit depth buffer (without this, there is no depth buffer)
     value = 16;
-    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, value);
-
-
+    SDL_GL_SetAttribute (SDL_GL_DEPTH_SIZE, value);
+    
+    
     // Request double-buffered OpenGL
     //     The fact that windows are double-buffered on Mac OS X has no effect
     //     on OpenGL double buffering.
     value = 1;
-    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, value);
+    SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, value);
 }
 
-static void
-printAttributes()
+static void printAttributes ()
 {
     // Print out attributes of the context we created
     int nAttr;
     int i;
-
-    int attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE,
-        SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE
-    };
-
-    char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n",
-        "Green size: %d bits\n",
-        "Alpha size: %d bits\n", "Color buffer size: %d bits\n",
-        "Depth bufer size: %d bits\n"
-    };
+    
+    int  attr[] = { SDL_GL_RED_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_GREEN_SIZE,
+                    SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DEPTH_SIZE };
+                    
+    char *desc[] = { "Red size: %d bits\n", "Blue size: %d bits\n", "Green size: %d bits\n",
+                     "Alpha size: %d bits\n", "Color buffer size: %d bits\n", 
+                     "Depth bufer size: %d bits\n" };
 
     nAttr = sizeof(attr) / sizeof(int);
-
+    
     for (i = 0; i < nAttr; i++) {
-
+    
         int value;
-        SDL_GL_GetAttribute(attr[i], &value);
-        printf(desc[i], value);
-    }
+        SDL_GL_GetAttribute (attr[i], &value);
+        printf (desc[i], value);
+    } 
 }
 
-static void
-createSurface(int fullscreen)
+static void createSurface (int fullscreen)
 {
     Uint32 flags = 0;
-
+    
     flags = SDL_OPENGL;
     if (fullscreen)
         flags |= SDL_FULLSCREEN;
-
+    
     // Create window
-    gScreen = SDL_SetVideoMode(640, 480, 0, flags);
+    gScreen = SDL_SetVideoMode (640, 480, 0, flags);
     if (gScreen == NULL) {
-
-        fprintf(stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
-                SDL_GetError());
-        SDL_Quit();
-        exit(2);
-    }
+		
+        fprintf (stderr, "Couldn't set 640x480 OpenGL video mode: %s\n",
+                 SDL_GetError());
+		SDL_Quit();
+		exit(2);
+	}
 }
 
-static void
-initGL()
+static void initGL ()
 {
-    Atlantis_Init();
-    Atlantis_Reshape(gScreen->w, gScreen->h);
+    Atlantis_Init ();
+    Atlantis_Reshape (gScreen->w, gScreen->h);
 }
 
-static void
-drawGL()
+static void drawGL ()
 {
-    Atlantis_Animate();
-    Atlantis_Display();
+    Atlantis_Animate ();
+    Atlantis_Display ();
 }
 
-static void
-mainLoop()
+static void mainLoop ()
 {
     SDL_Event event;
     int done = 0;
     int fps = 24;
-    int delay = 1000 / fps;
+	int delay = 1000/fps;
     int thenTicks = -1;
     int nowTicks;
-
-    while (!done) {
+    
+    while ( !done ) {
 
-        /* Check for events */
-        while (SDL_PollEvent(&event)) {
-            switch (event.type) {
+		/* Check for events */
+		while ( SDL_PollEvent (&event) ) {
+			switch (event.type) {
 
-            case SDL_MOUSEMOTION:
-                break;
-            case SDL_MOUSEBUTTONDOWN:
-                break;
-            case SDL_KEYDOWN:
-                /* Any keypress quits the app... */
-            case SDL_QUIT:
-                done = 1;
-                break;
-            default:
-                break;
-            }
-        }
-
+				case SDL_MOUSEMOTION:
+					break;
+				case SDL_MOUSEBUTTONDOWN:
+					break;
+				case SDL_KEYDOWN:
+					/* Any keypress quits the app... */
+				case SDL_QUIT:
+					done = 1;
+					break;
+				default:
+					break;
+			}
+		}
+    
         // Draw at 24 hz
         //     This approach is not normally recommended - it is better to
         //     use time-based animation and run as fast as possible
-        drawGL();
-        SDL_GL_SwapBuffers();
+        drawGL ();
+        SDL_GL_SwapBuffers ();
 
         // Time how long each draw-swap-delay cycle takes
         // and adjust delay to get closer to target framerate
         if (thenTicks > 0) {
-            nowTicks = SDL_GetTicks();
-            delay += (1000 / fps - (nowTicks - thenTicks));
+            nowTicks = SDL_GetTicks ();
+            delay += (1000/fps - (nowTicks-thenTicks));
             thenTicks = nowTicks;
             if (delay < 0)
-                delay = 1000 / fps;
-        } else {
-            thenTicks = SDL_GetTicks();
+                delay = 1000/fps;
+        }
+        else {
+            thenTicks = SDL_GetTicks ();
         }
 
-        SDL_Delay(delay);
-    }
+        SDL_Delay (delay);
+	}
 }
 
-int
-main(int argc, char *argv[])
+int main(int argc, char *argv[])
 {
-    // Init SDL video subsystem
-    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+	// Init SDL video subsystem
+	if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) {
+		
+        fprintf(stderr, "Couldn't initialize SDL: %s\n",
+			SDL_GetError());
+		exit(1);
+	}
 
-        fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
-        exit(1);
-    }
     // Set GL context attributes
-    initAttributes();
-
+    initAttributes ();
+    
     // Create GL context
-    createSurface(0);
-
+    createSurface (0);
+    
     // Get GL context attributes
-    printAttributes();
-
+    printAttributes ();
+    
     // Init GL state
-    initGL();
-
+    initGL ();
+    
     // Draw, get events...
-    mainLoop();
-
+    mainLoop ();
+    
     // Cleanup
-    SDL_Quit();
-
+	SDL_Quit();
+	
     return 0;
 }