fgDestroyStructure( );
- while( timer = fgState.Timers.First )
+ while( ( timer = fgState.Timers.First ) )
{
fgListRemove( &fgState.Timers, &timer->Node );
free( timer );
}
- while( timer = fgState.FreeTimers.First )
+ while( ( timer = fgState.FreeTimers.First) )
{
fgListRemove( &fgState.FreeTimers, &timer->Node );
free( timer );
* size.
*/
- if (geometry )
+ if( geometry )
{
+ unsigned int parsedWidth, parsedHeight;
int mask = XParseGeometry( geometry,
&fgState.Position.X, &fgState.Position.Y,
- &fgState.Size.X, &fgState.Size.Y );
+ &parsedWidth, &parsedHeight );
+ /* TODO: Check for overflow? */
+ fgState.Size.X = parsedWidth;
+ fgState.Size.Y = parsedHeight;
if( (mask & (WidthValue|HeightValue)) == (WidthValue|HeightValue) )
fgState.Size.Use = GL_TRUE;