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all: run vfmt over files
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larpon committed Aug 10, 2024
1 parent d7fc131 commit 7d4d9e7
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34 changes: 17 additions & 17 deletions audio.c.v
Original file line number Diff line number Diff line change
Expand Up @@ -153,13 +153,13 @@ pub type AudioCallback = fn (userdata voidptr, stream &u8, len int)
@[typedef]
pub struct C.SDL_AudioSpec {
pub:
freq int // DSP frequency -- samples per second
format AudioFormat // C.SDL_AudioFormat Audio data format
channels u8 // Number of channels: 1 mono, 2 stereo
silence u8 // Audio buffer silence value (calculated)
samples u16 // Audio buffer size in sample FRAMES (total samples divided by channel count)
padding u16 // Necessary for some compile environments
size u32 // Audio buffer size in bytes (calculated)
freq int // DSP frequency -- samples per second
format AudioFormat // C.SDL_AudioFormat Audio data format
channels u8 // Number of channels: 1 mono, 2 stereo
silence u8 // Audio buffer silence value (calculated)
samples u16 // Audio buffer size in sample FRAMES (total samples divided by channel count)
padding u16 // Necessary for some compile environments
size u32 // Audio buffer size in bytes (calculated)
callback AudioCallback // C.SDL_AudioCallback // Callback that feeds the audio device (NULL to use SDL_QueueAudio()).
userdata voidptr // Userdata passed to callback (ignored for NULL callbacks).
}
Expand Down Expand Up @@ -210,17 +210,17 @@ pub type AudioCVTPackedSDLAudioCVT = C.SDL_AUDIOCVT_PACKEDSDL_AudioCVT
@[typedef]
pub struct C.SDL_AudioCVT {
pub:
needed int // Set to 1 if conversion possible
src_format AudioFormat // C.SDL_AudioFormat, Source audio format
dst_format AudioFormat // C.SDL_AudioFormat, Target audio format
rate_incr f64 // Rate conversion increment
buf &u8 // Buffer to hold entire audio data
len int // Length of original audio buffer
len_cvt int // Length of converted audio buffer
len_mult int // buffer must be len*len_mult big
len_ratio f64 // Given len, final size is len*len_ratio
needed int // Set to 1 if conversion possible
src_format AudioFormat // C.SDL_AudioFormat, Source audio format
dst_format AudioFormat // C.SDL_AudioFormat, Target audio format
rate_incr f64 // Rate conversion increment
buf &u8 // Buffer to hold entire audio data
len int // Length of original audio buffer
len_cvt int // Length of converted audio buffer
len_mult int // buffer must be len*len_mult big
len_ratio f64 // Given len, final size is len*len_ratio
filters [10]AudioFilter // C.SDL_AudioFilter NULL-terminated list of filter functions
filter_index int // Current audio conversion function
filter_index int // Current audio conversion function
}

pub type AudioCVT = C.SDL_AudioCVT
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28 changes: 14 additions & 14 deletions blendmode.c.v
Original file line number Diff line number Diff line change
Expand Up @@ -10,35 +10,35 @@ module sdl
// BlendMode is the blend mode used in SDL_RenderCopy() and drawing operations.
// BlendMode is SDL_BlendMode
pub enum BlendMode {
@none = C.SDL_BLENDMODE_NONE // 0x00000000, no blending dstRGBA = srcRGBA
blend = C.SDL_BLENDMODE_BLEND // 0x00000001, alpha blending dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA))
add = C.SDL_BLENDMODE_ADD // 0x00000002, additive blending dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA
mod = C.SDL_BLENDMODE_MOD // 0x00000004, color modulate dstRGB = srcRGB * dstRGB dstA = dstA
@none = C.SDL_BLENDMODE_NONE // 0x00000000, no blending dstRGBA = srcRGBA
blend = C.SDL_BLENDMODE_BLEND // 0x00000001, alpha blending dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA))
add = C.SDL_BLENDMODE_ADD // 0x00000002, additive blending dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA
mod = C.SDL_BLENDMODE_MOD // 0x00000004, color modulate dstRGB = srcRGB * dstRGB dstA = dstA
invalid = C.SDL_BLENDMODE_INVALID // 0x7FFFFFFF
}

// BlendOperation is the blend operation used when combining source and destination pixel components
// BlendOperation is C.SDL_BlendOperation
pub enum BlendOperation {
add = C.SDL_BLENDOPERATION_ADD // 0x1, dst + src: supported by all renderers
subtract = C.SDL_BLENDOPERATION_SUBTRACT // 0x2, dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES
add = C.SDL_BLENDOPERATION_ADD // 0x1, dst + src: supported by all renderers
subtract = C.SDL_BLENDOPERATION_SUBTRACT // 0x2, dst - src : supported by D3D9, D3D11, OpenGL, OpenGLES
rev_subtract = C.SDL_BLENDOPERATION_REV_SUBTRACT // 0x3, src - dst : supported by D3D9, D3D11, OpenGL, OpenGLES
minimum = C.SDL_BLENDOPERATION_MINIMUM // 0x4, min(dst, src) : supported by D3D11
maximum = C.SDL_BLENDOPERATION_MAXIMUM // 0x5 max(dst, src) : supported by D3D11
minimum = C.SDL_BLENDOPERATION_MINIMUM // 0x4, min(dst, src) : supported by D3D11
maximum = C.SDL_BLENDOPERATION_MAXIMUM // 0x5 max(dst, src) : supported by D3D11
}

// BlendFactor is the normalized factor used to multiply pixel components
// BlendFactor is C.SDL_BlendFactor
pub enum BlendFactor {
zero = C.SDL_BLENDFACTOR_ZERO // 0x1, 0, 0, 0, 0
one = C.SDL_BLENDFACTOR_ONE // 0x2, 1, 1, 1, 1
src_color = C.SDL_BLENDFACTOR_SRC_COLOR // 0x3, srcR, srcG, srcB, srcA
zero = C.SDL_BLENDFACTOR_ZERO // 0x1, 0, 0, 0, 0
one = C.SDL_BLENDFACTOR_ONE // 0x2, 1, 1, 1, 1
src_color = C.SDL_BLENDFACTOR_SRC_COLOR // 0x3, srcR, srcG, srcB, srcA
one_minus_src_color = C.SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR // 0x4, 1-srcR, 1-srcG, 1-srcB, 1-srcA
src_alpha = C.SDL_BLENDFACTOR_SRC_ALPHA // 0x5, srcA, srcA, srcA, srcA
src_alpha = C.SDL_BLENDFACTOR_SRC_ALPHA // 0x5, srcA, srcA, srcA, srcA
one_minus_src_alpha = C.SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA // 0x6, 1-srcA, 1-srcA, 1-srcA, 1-srcA
dst_color = C.SDL_BLENDFACTOR_DST_COLOR // 0x7, dstR, dstG, dstB, dstA
dst_color = C.SDL_BLENDFACTOR_DST_COLOR // 0x7, dstR, dstG, dstB, dstA
one_minus_dst_color = C.SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR // 0x8, 1-dstR, 1-dstG, 1-dstB, 1-dstA
dst_alpha = C.SDL_BLENDFACTOR_DST_ALPHA // 0x9, dstA, dstA, dstA, dstA
dst_alpha = C.SDL_BLENDFACTOR_DST_ALPHA // 0x9, dstA, dstA, dstA, dstA
one_minus_dst_alpha = C.SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA // 0xA, 1-dstA, 1-dstA, 1-dstA, 1-dstA
}

Expand Down
122 changes: 61 additions & 61 deletions events.c.v
Original file line number Diff line number Diff line change
Expand Up @@ -29,90 +29,90 @@ pub type EventFilter = fn (userdata voidptr, event &Event)

// EventType is C.SDL_EventType
pub enum EventType {
firstevent = C.SDL_FIRSTEVENT // Unused (do not remove)
quit = C.SDL_QUIT // 0x100 User-requested quit
firstevent = C.SDL_FIRSTEVENT // Unused (do not remove)
quit = C.SDL_QUIT // 0x100 User-requested quit
// These application events have special meaning on iOS, see README-ios.md in SDL for details
// The application is being terminated by the OS
// Called on iOS in applicationWillTerminate()
// Called on Android in onDestroy()
app_terminating = C.SDL_APP_TERMINATING
app_terminating = C.SDL_APP_TERMINATING
// The application is low on memory, free memory if possible.
// Called on iOS in applicationDidReceiveMemoryWarning()
// Called on Android in onLowMemory()
app_lowmemory = C.SDL_APP_LOWMEMORY
app_lowmemory = C.SDL_APP_LOWMEMORY
// The application is about to enter the background
// Called on iOS in applicationWillResignActive()
// Called on Android in onPause()
app_willenterbackground = C.SDL_APP_WILLENTERBACKGROUND
app_willenterbackground = C.SDL_APP_WILLENTERBACKGROUND
// The application did enter the background and may not get CPU for some time
// Called on iOS in applicationDidEnterBackground()
// Called on Android in onPause()
app_didenterbackground = C.SDL_APP_DIDENTERBACKGROUND
app_didenterbackground = C.SDL_APP_DIDENTERBACKGROUND
// The application is about to enter the foreground
// Called on iOS in applicationWillEnterForeground()
// Called on Android in onResume()
app_willenterforeground = C.SDL_APP_WILLENTERFOREGROUND
app_willenterforeground = C.SDL_APP_WILLENTERFOREGROUND
// The application is now interactive
// Called on iOS in applicationDidBecomeActive()
// Called on Android in onResume()
app_didenterforeground = C.SDL_APP_DIDENTERFOREGROUND
app_didenterforeground = C.SDL_APP_DIDENTERFOREGROUND
// Display events
displayevent = C.SDL_DISPLAYEVENT // 0x150 Display state change
displayevent = C.SDL_DISPLAYEVENT // 0x150 Display state change
// Window events
windowevent = C.SDL_WINDOWEVENT // 0x200 Window state change
syswmevent = C.SDL_SYSWMEVENT
windowevent = C.SDL_WINDOWEVENT // 0x200 Window state change
syswmevent = C.SDL_SYSWMEVENT
// Keyboard events
keydown = C.SDL_KEYDOWN // 0x300, Key pressed
keyup = C.SDL_KEYUP // Key released
textediting = C.SDL_TEXTEDITING // Keyboard text editing (composition)
textinput = C.SDL_TEXTINPUT // Keyboard text input
keymapchanged = C.SDL_KEYMAPCHANGED // Keymap changed due to a system event such as an input language or keyboard layout change.
keydown = C.SDL_KEYDOWN // 0x300, Key pressed
keyup = C.SDL_KEYUP // Key released
textediting = C.SDL_TEXTEDITING // Keyboard text editing (composition)
textinput = C.SDL_TEXTINPUT // Keyboard text input
keymapchanged = C.SDL_KEYMAPCHANGED // Keymap changed due to a system event such as an input language or keyboard layout change.
// Mouse events
mousemotion = C.SDL_MOUSEMOTION // 0x400, Mouse moved
mousebuttondown = C.SDL_MOUSEBUTTONDOWN // Mouse button pressed
mousebuttonup = C.SDL_MOUSEBUTTONUP // Mouse button released
mousewheel = C.SDL_MOUSEWHEEL // Mouse wheel motion
mousemotion = C.SDL_MOUSEMOTION // 0x400, Mouse moved
mousebuttondown = C.SDL_MOUSEBUTTONDOWN // Mouse button pressed
mousebuttonup = C.SDL_MOUSEBUTTONUP // Mouse button released
mousewheel = C.SDL_MOUSEWHEEL // Mouse wheel motion
// Joystick events
joyaxismotion = C.SDL_JOYAXISMOTION // 0x600, Joystick axis motion
joyballmotion = C.SDL_JOYBALLMOTION // Joystick trackball motion
joyhatmotion = C.SDL_JOYHATMOTION // Joystick hat position change
joybuttondown = C.SDL_JOYBUTTONDOWN // Joystick button pressed
joybuttonup = C.SDL_JOYBUTTONUP // Joystick button released
joydeviceadded = C.SDL_JOYDEVICEADDED // A new joystick has been inserted into the system
joydeviceremoved = C.SDL_JOYDEVICEREMOVED // An opened joystick has been removed
joyaxismotion = C.SDL_JOYAXISMOTION // 0x600, Joystick axis motion
joyballmotion = C.SDL_JOYBALLMOTION // Joystick trackball motion
joyhatmotion = C.SDL_JOYHATMOTION // Joystick hat position change
joybuttondown = C.SDL_JOYBUTTONDOWN // Joystick button pressed
joybuttonup = C.SDL_JOYBUTTONUP // Joystick button released
joydeviceadded = C.SDL_JOYDEVICEADDED // A new joystick has been inserted into the system
joydeviceremoved = C.SDL_JOYDEVICEREMOVED // An opened joystick has been removed
// Game controller events
controlleraxismotion = C.SDL_CONTROLLERAXISMOTION // 0x650, Game controller axis motion
controllerbuttondown = C.SDL_CONTROLLERBUTTONDOWN // Game controller button pressed
controllerbuttonup = C.SDL_CONTROLLERBUTTONUP // Game controller button released
controllerdeviceadded = C.SDL_CONTROLLERDEVICEADDED // A new Game controller has been inserted into the system
controllerdeviceremoved = C.SDL_CONTROLLERDEVICEREMOVED // An opened Game controller has been removed
controlleraxismotion = C.SDL_CONTROLLERAXISMOTION // 0x650, Game controller axis motion
controllerbuttondown = C.SDL_CONTROLLERBUTTONDOWN // Game controller button pressed
controllerbuttonup = C.SDL_CONTROLLERBUTTONUP // Game controller button released
controllerdeviceadded = C.SDL_CONTROLLERDEVICEADDED // A new Game controller has been inserted into the system
controllerdeviceremoved = C.SDL_CONTROLLERDEVICEREMOVED // An opened Game controller has been removed
controllerdeviceremapped = C.SDL_CONTROLLERDEVICEREMAPPED // The controller mapping was updated
// Touch events
fingerdown = C.SDL_FINGERDOWN // 0x700
fingerup = C.SDL_FINGERUP
fingermotion = C.SDL_FINGERMOTION
fingerdown = C.SDL_FINGERDOWN // 0x700
fingerup = C.SDL_FINGERUP
fingermotion = C.SDL_FINGERMOTION
// Gesture events
dollargesture = C.SDL_DOLLARGESTURE // 0x800
dollarrecord = C.SDL_DOLLARRECORD
multigesture = C.SDL_MULTIGESTURE
dollargesture = C.SDL_DOLLARGESTURE // 0x800
dollarrecord = C.SDL_DOLLARRECORD
multigesture = C.SDL_MULTIGESTURE
// Clipboard events
clipboardupdate = C.SDL_CLIPBOARDUPDATE // 0x900 The clipboard changed
clipboardupdate = C.SDL_CLIPBOARDUPDATE // 0x900 The clipboard changed
// Drag and drop events
dropfile = C.SDL_DROPFILE // 0x1000 The system requests a file open
droptext = C.SDL_DROPTEXT // text/plain drag-and-drop event
dropbegin = C.SDL_DROPBEGIN // A new set of drops is beginning (NULL filename)
dropcomplete = C.SDL_DROPCOMPLETE // Current set of drops is now complete (NULL filename)
dropfile = C.SDL_DROPFILE // 0x1000 The system requests a file open
droptext = C.SDL_DROPTEXT // text/plain drag-and-drop event
dropbegin = C.SDL_DROPBEGIN // A new set of drops is beginning (NULL filename)
dropcomplete = C.SDL_DROPCOMPLETE // Current set of drops is now complete (NULL filename)
// Audio hotplug events
audiodeviceadded = C.SDL_AUDIODEVICEADDED // 0x1100 A new audio device is available
audiodeviceremoved = C.SDL_AUDIODEVICEREMOVED // An audio device has been removed.
audiodeviceadded = C.SDL_AUDIODEVICEADDED // 0x1100 A new audio device is available
audiodeviceremoved = C.SDL_AUDIODEVICEREMOVED // An audio device has been removed.
// Sensor events
sensorupdate = C.SDL_SENSORUPDATE // 0x1200 A sensor was updated
sensorupdate = C.SDL_SENSORUPDATE // 0x1200 A sensor was updated
// Render events
render_targets_reset = C.SDL_RENDER_TARGETS_RESET // 0x2000 The render targets have been reset and their contents need to be updated
render_device_reset = C.SDL_RENDER_DEVICE_RESET /// The device has been reset and all textures need to be recreated
userevent = C.SDL_USEREVENT // Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, and should be allocated with SDL_RegisterEvents()
render_targets_reset = C.SDL_RENDER_TARGETS_RESET // 0x2000 The render targets have been reset and their contents need to be updated
render_device_reset = C.SDL_RENDER_DEVICE_RESET /// The device has been reset and all textures need to be recreated
userevent = C.SDL_USEREVENT // Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, and should be allocated with SDL_RegisterEvents()
// This last event is only for bounding internal arrays
lastevent = C.SDL_LASTEVENT // 0xFFFF
lastevent = C.SDL_LASTEVENT // 0xFFFF
}

// CommonEvent is fields shared by every event
Expand Down Expand Up @@ -258,7 +258,7 @@ pub:
@type EventType // ::SDL_JOYAXISMOTION
timestamp u32 // In milliseconds, populated using SDL_GetTicks()
which JoystickID // The joystick instance id
axis u8 // The joystick axis index
axis u8 // The joystick axis index
padding1 u8
padding2 u8
padding3 u8
Expand All @@ -275,7 +275,7 @@ pub:
@type EventType // ::SDL_JOYBALLMOTION
timestamp u32 // In milliseconds, populated using SDL_GetTicks()
which JoystickID // C.SDL_JoystickID // The joystick instance id
ball u8 // The joystick trackball index
ball u8 // The joystick trackball index
padding1 u8
padding2 u8
padding3 u8
Expand All @@ -292,8 +292,8 @@ pub:
@type EventType // ::SDL_JOYHATMOTION
timestamp u32 // In milliseconds, populated using SDL_GetTicks()
which JoystickID // C.SDL_JoystickID // The joystick instance id
hat u8 // The joystick hat index
value u8 // The hat position value.
hat u8 // The joystick hat index
value u8 // The hat position value.
// See also: ::SDL_HAT_LEFTUP ::SDL_HAT_UP ::SDL_HAT_RIGHTUP
// See also: ::SDL_HAT_LEFT ::SDL_HAT_CENTERED ::SDL_HAT_RIGHT
// See also: ::SDL_HAT_LEFTDOWN ::SDL_HAT_DOWN ::SDL_HAT_RIGHTDOWN
Expand All @@ -311,8 +311,8 @@ pub:
@type EventType // ::SDL_JOYBUTTONDOWN or ::SDL_JOYBUTTONUP
timestamp u32 // In milliseconds, populated using SDL_GetTicks()
which JoystickID // C.SDL_JoystickID // The joystick instance id
button u8 // The joystick button index
state u8 // ::SDL_PRESSED or ::SDL_RELEASED
button u8 // The joystick button index
state u8 // ::SDL_PRESSED or ::SDL_RELEASED
padding1 u8
padding2 u8
}
Expand All @@ -337,7 +337,7 @@ pub:
@type EventType // ::SDL_CONTROLLERAXISMOTION
timestamp u32 // In milliseconds, populated using SDL_GetTicks()
which JoystickID // C.SDL_JoystickID // The joystick instance id
axis u8 // The controller axis (SDL_GameControllerAxis)
axis u8 // The controller axis (SDL_GameControllerAxis)
padding1 u8
padding2 u8
padding3 u8
Expand All @@ -354,8 +354,8 @@ pub:
@type EventType // ::SDL_CONTROLLERBUTTONDOWN or ::SDL_CONTROLLERBUTTONUP
timestamp u32 // In milliseconds, populated using SDL_GetTicks()
which JoystickID // C.SDL_JoystickID // The joystick instance id
button u8 // The controller button (SDL_GameControllerButton)
state u8 // ::SDL_PRESSED or ::SDL_RELEASED
button u8 // The controller button (SDL_GameControllerButton)
state u8 // ::SDL_PRESSED or ::SDL_RELEASED
padding1 u8
padding2 u8
}
Expand Down Expand Up @@ -544,7 +544,7 @@ pub:
cbutton ControllerButtonEvent // C.SDL_ControllerButtonEvent // Game Controller button event data
cdevice ControllerDeviceEvent // C.SDL_ControllerDeviceEvent // Game Controller device event data
adevice AudioDeviceEvent // C.SDL_AudioDeviceEvent // Audio device event data
sensor SensorEvent // C.SDL_SensorEvent // Sensor event data
sensor SensorEvent // C.SDL_SensorEvent // Sensor event data
//

quit QuitEvent // C.SDL_QuitEvent // Quit request event data
Expand All @@ -553,7 +553,7 @@ pub:
tfinger TouchFingerEvent // C.SDL_TouchFingerEvent // Touch finger event data
mgesture MultiGestureEvent // C.SDL_MultiGestureEvent // Gesture event data
dgesture DollarGestureEvent // C.SDL_DollarGestureEvent // Gesture event data
drop DropEvent // C.SDL_DropEvent // Drag and drop event data
drop DropEvent // C.SDL_DropEvent // Drag and drop event data
// This is necessary for ABI compatibility between Visual C++ and GCC
// Visual C++ will respect the push pack pragma and use 52 bytes for
// this structure, and GCC will use the alignment of the largest datatype
Expand Down
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