Re-ran indent on all .c & .h source code files

Like so --
  find . -name "*.c" -or -name "*.h" -exec  indent -nbfda -npcs -npsl -bli0 --no-tabs {} \;

The `indent` invocation differs from the last one noted in
CHANGES.txt (from 2006!?), in that I've added "--no-tabs",
to ensure indents are all space-based.
This commit is contained in:
Bill Kendrick 2022-09-15 00:11:16 -07:00
parent 09f332367f
commit cc05925d9e
99 changed files with 31659 additions and 27102 deletions

View file

@ -39,7 +39,8 @@ int progress_bar_disabled, prog_bar_ctr;
*
* @param screen Screen surface
*/
void show_progress_bar_(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer)
void show_progress_bar_(SDL_Surface * screen, SDL_Texture * texture,
SDL_Renderer * renderer)
{
SDL_Rect dest, src, r;
int x;
@ -51,34 +52,36 @@ void show_progress_bar_(SDL_Surface * screen, SDL_Texture * texture, SDL_Rendere
newtime = SDL_GetTicks();
if (newtime > oldtime + 15) /* trying not to eat some serious CPU time! */
{
for (x = 0; x < screen->w; x = x + 65)
{
for (x = 0; x < screen->w; x = x + 65)
{
src.x = 65 - (prog_bar_ctr % 65);
src.y = 0;
src.w = 65;
src.h = 24;
src.x = 65 - (prog_bar_ctr % 65);
src.y = 0;
src.w = 65;
src.h = 24;
dest.x = x;
dest.y = screen->h - 24;
dest.x = x;
dest.y = screen->h - 24;
SDL_BlitSurface(img_progress, &src, screen, &dest);
}
prog_bar_ctr++;
r.x = 0;
r.y = screen->h - 24;
r.w = screen->w;
r.h = 24;
SDL_UpdateTexture(texture, &r, screen->pixels + ((screen->h - 24) * screen->pitch), screen->pitch);
/* Docs says one should clear the renderer, even if this means a refresh of the whole thing. */
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
SDL_BlitSurface(img_progress, &src, screen, &dest);
}
prog_bar_ctr++;
r.x = 0;
r.y = screen->h - 24;
r.w = screen->w;
r.h = 24;
SDL_UpdateTexture(texture, &r,
screen->pixels + ((screen->h - 24) * screen->pitch),
screen->pitch);
/* Docs says one should clear the renderer, even if this means a refresh of the whole thing. */
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
oldtime = newtime;