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Changed C++ style comments.

Philipp Wiesemann 11 years ago
parent
commit
9bc47465ca

+ 1 - 1
src/render/direct3d/SDL_render_d3d.c

@@ -1871,7 +1871,7 @@ SDL_RenderGetD3D9Device(SDL_Renderer * renderer)
 #if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
     D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
 
-    // Make sure that this is a D3D renderer
+    /* Make sure that this is a D3D renderer */
     if (renderer->DestroyRenderer != D3D_DestroyRenderer) {
         SDL_SetError("Renderer is not a D3D renderer");
         return NULL;

+ 5 - 4
src/video/windows/SDL_windowswindow.c

@@ -343,15 +343,16 @@ WIN_CreateWindowFrom(_THIS, SDL_Window * window, const void *data)
     {
         const char *hint = SDL_GetHint(SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT);
         if (hint) {
-            // This hint is a pointer (in string form) of the address of
-            // the window to share a pixel format with
+            /* This hint is a pointer (in string form) of the address of
+               the window to share a pixel format with
+            */
             SDL_Window *otherWindow = NULL;
             SDL_sscanf(hint, "%p", (void**)&otherWindow);
 
-            // Do some error checking on the pointer
+            /* Do some error checking on the pointer */
             if (otherWindow != NULL && otherWindow->magic == &_this->window_magic)
             {
-                // If the otherWindow has SDL_WINDOW_OPENGL set, set it for the new window as well
+                /* If the otherWindow has SDL_WINDOW_OPENGL set, set it for the new window as well */
                 if (otherWindow->flags & SDL_WINDOW_OPENGL)
                 {
                     window->flags |= SDL_WINDOW_OPENGL;

+ 2 - 0
test/testhotplug.c

@@ -123,7 +123,9 @@ main(int argc, char *argv[])
                     }
                     break;
                 case SDL_JOYAXISMOTION:
+/*
 //                    SDL_Log("Axis Move: %d\n", event.jaxis.axis);
+*/
                     if (enable_haptic)
                         SDL_HapticRumblePlay(haptic, 0.25, 250);
                     break;