diff Xcode/TemplatesForProjectBuilder/SDL OpenGL Application/main.c @ 2213:59a667370c57

make indent
author Bob Pendleton <bob@pendleton.com>
date Tue, 24 Jul 2007 18:46:45 +0000
parents d63e9f5944ae
children 23a2cb765052
line wrap: on
line diff
--- a/Xcode/TemplatesForProjectBuilder/SDL OpenGL Application/main.c	Mon Jul 23 18:46:09 2007 +0000
+++ b/Xcode/TemplatesForProjectBuilder/SDL OpenGL Application/main.c	Tue Jul 24 18:46:45 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>
@@ -12,168 +12,176 @@
 
 #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 ) {
-		
-        fprintf(stderr, "Couldn't initialize SDL: %s\n",
-			SDL_GetError());
-		exit(1);
-	}
+    // Init SDL video subsystem
+    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
 
+        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;
 }