Last of the hard TABs in the src/*.c files.
authorRichard Rauch <rkr@olib.org>
Fri, 31 Oct 2003 13:40:08 +0000 (13:40 +0000)
committerRichard Rauch <rkr@olib.org>
Fri, 31 Oct 2003 13:40:08 +0000 (13:40 +0000)
git-svn-id: svn+ssh://svn.code.sf.net/p/freeglut/code/trunk/freeglut/freeglut@282 7f0cb862-5218-0410-a997-914c9d46530a

src/freeglut_cursor.c
src/freeglut_display.c
src/freeglut_gamemode.c
src/freeglut_geometry.c

index 9ba6f12..44ab5e0 100644 (file)
@@ -75,44 +75,44 @@ void FGAPIENTRY glutSetCursor( int cursorID )
    *     Print a warning message?
    */
     {
-       Cursor cursor;
+        Cursor cursor;
 #define MAP_CURSOR(a,b) case a: cursor = XCreateFontCursor( fgDisplay.Display, b ); break;
-       if( GLUT_CURSOR_FULL_CROSSHAIR == cursorID )
-           cursorID = GLUT_CURSOR_CROSSHAIR;
-       
-       switch( cursorID )
+        if( GLUT_CURSOR_FULL_CROSSHAIR == cursorID )
+            cursorID = GLUT_CURSOR_CROSSHAIR;
+        
+        switch( cursorID )
         {
-           MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, XC_right_ptr);
-           MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW,  XC_left_ptr);
-           MAP_CURSOR( GLUT_CURSOR_INFO,        XC_hand1);
-           MAP_CURSOR( GLUT_CURSOR_DESTROY,     XC_pirate);
-           MAP_CURSOR( GLUT_CURSOR_HELP,        XC_question_arrow);
-           MAP_CURSOR( GLUT_CURSOR_CYCLE,       XC_exchange);
-           MAP_CURSOR( GLUT_CURSOR_SPRAY,       XC_spraycan);
-           MAP_CURSOR( GLUT_CURSOR_WAIT,        XC_watch);
-           MAP_CURSOR( GLUT_CURSOR_TEXT,        XC_xterm);
-           MAP_CURSOR( GLUT_CURSOR_CROSSHAIR,   XC_crosshair);
-           MAP_CURSOR( GLUT_CURSOR_UP_DOWN,     XC_sb_v_double_arrow);
-           MAP_CURSOR( GLUT_CURSOR_LEFT_RIGHT,  XC_sb_h_double_arrow);
-           MAP_CURSOR( GLUT_CURSOR_TOP_SIDE,    XC_top_side);
-           MAP_CURSOR( GLUT_CURSOR_BOTTOM_SIDE, XC_bottom_side);
-           MAP_CURSOR( GLUT_CURSOR_LEFT_SIDE,   XC_left_side);
-           MAP_CURSOR( GLUT_CURSOR_RIGHT_SIDE,  XC_right_side);
-           MAP_CURSOR( GLUT_CURSOR_TOP_LEFT_CORNER,     XC_top_left_corner);
-           MAP_CURSOR( GLUT_CURSOR_TOP_RIGHT_CORNER,    XC_top_right_corner);
-           MAP_CURSOR( GLUT_CURSOR_BOTTOM_RIGHT_CORNER, XC_bottom_right_corner);
-           MAP_CURSOR( GLUT_CURSOR_BOTTOM_LEFT_CORNER, XC_bottom_left_corner);
-           MAP_CURSOR( GLUT_CURSOR_NONE,        XC_bogosity);
-       case GLUT_CURSOR_INHERIT:
-           break;
-       default:
-           return;
-       }
-
-       if( GLUT_CURSOR_INHERIT == cursorID )
-           XUndefineCursor( fgDisplay.Display, fgStructure.Window->Window.Handle );
-       else
-           XDefineCursor( fgDisplay.Display, fgStructure.Window->Window.Handle, cursor );
+            MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, XC_right_ptr);
+            MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW,  XC_left_ptr);
+            MAP_CURSOR( GLUT_CURSOR_INFO,        XC_hand1);
+            MAP_CURSOR( GLUT_CURSOR_DESTROY,     XC_pirate);
+            MAP_CURSOR( GLUT_CURSOR_HELP,        XC_question_arrow);
+            MAP_CURSOR( GLUT_CURSOR_CYCLE,       XC_exchange);
+            MAP_CURSOR( GLUT_CURSOR_SPRAY,       XC_spraycan);
+            MAP_CURSOR( GLUT_CURSOR_WAIT,        XC_watch);
+            MAP_CURSOR( GLUT_CURSOR_TEXT,        XC_xterm);
+            MAP_CURSOR( GLUT_CURSOR_CROSSHAIR,   XC_crosshair);
+            MAP_CURSOR( GLUT_CURSOR_UP_DOWN,     XC_sb_v_double_arrow);
+            MAP_CURSOR( GLUT_CURSOR_LEFT_RIGHT,  XC_sb_h_double_arrow);
+            MAP_CURSOR( GLUT_CURSOR_TOP_SIDE,    XC_top_side);
+            MAP_CURSOR( GLUT_CURSOR_BOTTOM_SIDE, XC_bottom_side);
+            MAP_CURSOR( GLUT_CURSOR_LEFT_SIDE,   XC_left_side);
+            MAP_CURSOR( GLUT_CURSOR_RIGHT_SIDE,  XC_right_side);
+            MAP_CURSOR( GLUT_CURSOR_TOP_LEFT_CORNER,     XC_top_left_corner);
+            MAP_CURSOR( GLUT_CURSOR_TOP_RIGHT_CORNER,    XC_top_right_corner);
+            MAP_CURSOR( GLUT_CURSOR_BOTTOM_RIGHT_CORNER, XC_bottom_right_corner);
+            MAP_CURSOR( GLUT_CURSOR_BOTTOM_LEFT_CORNER, XC_bottom_left_corner);
+            MAP_CURSOR( GLUT_CURSOR_NONE,        XC_bogosity);
+        case GLUT_CURSOR_INHERIT:
+            break;
+        default:
+            return;
+        }
+
+        if( GLUT_CURSOR_INHERIT == cursorID )
+            XUndefineCursor( fgDisplay.Display, fgStructure.Window->Window.Handle );
+        else
+            XDefineCursor( fgDisplay.Display, fgStructure.Window->Window.Handle, cursor );
     }
 
 #elif TARGET_HOST_WIN32
@@ -121,32 +121,32 @@ void FGAPIENTRY glutSetCursor( int cursorID )
    * This is a temporary solution only...
    */
   /* Set the cursor AND change it for this window class. */
-#      define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \
+#        define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \
         SetClassLong(fgStructure.Window->Window.Handle,GCL_HCURSOR,(LONG)LoadCursor(NULL,b)); \
         break;
-       /* Nuke the cursor AND change it for this window class. */
-#      define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
+        /* Nuke the cursor AND change it for this window class. */
+#        define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
         SetClassLong(fgStructure.Window->Window.Handle,GCL_HCURSOR,(LONG)NULL); \
         break;
 
-       switch( cursorID )
-       {
-           MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW     );
-           MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW,  IDC_ARROW     );
-           MAP_CURSOR( GLUT_CURSOR_INFO,        IDC_HELP      );
-           MAP_CURSOR( GLUT_CURSOR_DESTROY,     IDC_CROSS     );
-           MAP_CURSOR( GLUT_CURSOR_HELP,        IDC_HELP          );
-           MAP_CURSOR( GLUT_CURSOR_CYCLE,       IDC_SIZEALL   );
-           MAP_CURSOR( GLUT_CURSOR_SPRAY,       IDC_CROSS     );
-           MAP_CURSOR( GLUT_CURSOR_WAIT,                IDC_WAIT      );
-           MAP_CURSOR( GLUT_CURSOR_TEXT,        IDC_UPARROW   );
-           MAP_CURSOR( GLUT_CURSOR_CROSSHAIR,   IDC_CROSS     );
-           /* MAP_CURSOR( GLUT_CURSOR_NONE,        IDC_NO                 ); */
-           ZAP_CURSOR( GLUT_CURSOR_NONE,        NULL      );
-           
-       default:
-           MAP_CURSOR( GLUT_CURSOR_UP_DOWN,     IDC_ARROW     );
-       }
+        switch( cursorID )
+        {
+            MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW     );
+            MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW,  IDC_ARROW     );
+            MAP_CURSOR( GLUT_CURSOR_INFO,        IDC_HELP      );
+            MAP_CURSOR( GLUT_CURSOR_DESTROY,     IDC_CROSS     );
+            MAP_CURSOR( GLUT_CURSOR_HELP,        IDC_HELP           );
+            MAP_CURSOR( GLUT_CURSOR_CYCLE,       IDC_SIZEALL   );
+            MAP_CURSOR( GLUT_CURSOR_SPRAY,       IDC_CROSS     );
+            MAP_CURSOR( GLUT_CURSOR_WAIT,                 IDC_WAIT      );
+            MAP_CURSOR( GLUT_CURSOR_TEXT,        IDC_UPARROW   );
+            MAP_CURSOR( GLUT_CURSOR_CROSSHAIR,   IDC_CROSS     );
+            /* MAP_CURSOR( GLUT_CURSOR_NONE,        IDC_NO                   ); */
+            ZAP_CURSOR( GLUT_CURSOR_NONE,        NULL           );
+            
+        default:
+            MAP_CURSOR( GLUT_CURSOR_UP_DOWN,     IDC_ARROW     );
+        }
 #endif
 
   fgStructure.Window->State.Cursor = cursorID;
index 9470c3b..c088c33 100644 (file)
@@ -57,7 +57,7 @@ void FGAPIENTRY glutSwapBuffers( void )
 
     glFlush();
     if ( ! fgStructure.Window->Window.DoubleBuffered )
-       return;
+        return;
 
 #if TARGET_HOST_UNIX_X11
     glXSwapBuffers( fgDisplay.Display, fgStructure.Window->Window.Handle );
index 9df2835..abee9c6 100644 (file)
@@ -65,10 +65,10 @@ void fghRememberState( void )
      * restore the ViewPort on LeaveGameMode():
      */
     XF86VidModeGetViewPort(
-       fgDisplay.Display,
-       fgDisplay.Screen,
-       &fgDisplay.DisplayViewPortX,
-       &fgDisplay.DisplayViewPortY
+        fgDisplay.Display,
+        fgDisplay.Screen,
+        &fgDisplay.DisplayViewPortX,
+        &fgDisplay.DisplayViewPortY
     );
 
     /*
@@ -76,15 +76,15 @@ void fghRememberState( void )
      * for restoring it later:
      */
     {
-       Window junk_window;
-       unsigned int mask;
-
-       XQueryPointer(
-           fgDisplay.Display, fgDisplay.RootWindow,
-           &junk_window, &junk_window,
-           &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY,
-           &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask
-       );
+        Window junk_window;
+        unsigned int mask;
+
+        XQueryPointer(
+            fgDisplay.Display, fgDisplay.RootWindow,
+            &junk_window, &junk_window,
+            &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY,
+            &fgDisplay.DisplayPointerX, &fgDisplay.DisplayPointerY, &mask
+        );
     }
 
     /*
@@ -99,7 +99,7 @@ void fghRememberState( void )
     );
 
     if (!fgDisplay.DisplayModeValid)
-       fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
+            fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
 
 #   else
 #       warning fghRememberState: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
@@ -138,8 +138,8 @@ void fghRestoreState( void )
      * Restore the remembered pointer position:
      */
     XWarpPointer(
-       fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0,
-       fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY
+        fgDisplay.Display, None, fgDisplay.RootWindow, 0, 0, 0, 0,
+        fgDisplay.DisplayPointerX, fgDisplay.DisplayPointerY
     );
 
     /*
@@ -179,22 +179,22 @@ void fghRestoreState( void )
                     displayModes[ i ]
                 );
 
-               /*
-                * Now we can restore the remembered ViewPort:
-                */
-               XF86VidModeSetViewPort(
-                    fgDisplay.Display,
-                    fgDisplay.Screen,
-                    fgDisplay.DisplayViewPortX,
-                    fgDisplay.DisplayViewPortY
-               );
-
-               /*
-                * For the case this would be the last X11 call the application
-                * calls exit() we've to flush the X11 output queue to have the
-                * commands sent to the X server before the application exists.
-                */
-               XFlush(fgDisplay.Display);
+                /*
+                 * Now we can restore the remembered ViewPort:
+                 */
+                XF86VidModeSetViewPort(
+                     fgDisplay.Display,
+                     fgDisplay.Screen,
+                     fgDisplay.DisplayViewPortX,
+                     fgDisplay.DisplayViewPortY
+                );
+
+                  /*
+                   * For the case this would be the last X11 call the application
+                   * calls exit() we've to flush the X11 output queue to have the
+                   * commands sent to the X server before the application exists.
+                   */
+                  XFlush(fgDisplay.Display);
 
                 return;
             }
@@ -266,8 +266,8 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
             if( fghCheckDisplayMode( displayModes[ i ]->hdisplay, displayModes[ i ]->vdisplay,
                                      fgState.GameModeDepth, fgState.GameModeRefresh ) )
             {
-                   if( haveToTest )
-                               return( TRUE );
+                      if( haveToTest )
+                                return( TRUE );
                 /*
                  * OKi, this is the display mode we have been looking for...
                  */
@@ -346,7 +346,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
           mode = displayModes;
           break;
         }
-       
+        
         /*
          * Switch to the next display mode, if any
          */
@@ -458,7 +458,7 @@ int FGAPIENTRY glutEnterGameMode( void )
      */
     if( fghChangeDisplayMode( FALSE ) == FALSE )
     {
-             fgWarning( "failed to change screen settings" );
+              fgWarning( "failed to change screen settings" );
         return( FALSE );
     }
 
@@ -482,11 +482,11 @@ int FGAPIENTRY glutEnterGameMode( void )
 
     /* Move the Pointer to the middle of the fullscreen window */
     XWarpPointer(
-       fgDisplay.Display,
-       None, 
-       fgDisplay.RootWindow,
-       0, 0, 0, 0,
-       fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
+        fgDisplay.Display,
+        None, 
+        fgDisplay.RootWindow,
+        0, 0, 0, 0,
+        fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
     );
 
     /*
@@ -499,12 +499,12 @@ int FGAPIENTRY glutEnterGameMode( void )
      * the application which we have to aviod, so wait until it's viewable:
      */
     while (GrabSuccess != XGrabPointer(
-           fgDisplay.Display, fgStructure.GameMode->Window.Handle,
-           TRUE, ButtonPressMask|ButtonReleaseMask|ButtonMotionMask
-               |PointerMotionMask,
-           GrabModeAsync, GrabModeAsync,
-           fgStructure.GameMode->Window.Handle, None, CurrentTime)) {
-       usleep (100);
+            fgDisplay.Display, fgStructure.GameMode->Window.Handle,
+            TRUE, ButtonPressMask|ButtonReleaseMask|ButtonMotionMask
+                |PointerMotionMask,
+            GrabModeAsync, GrabModeAsync,
+            fgStructure.GameMode->Window.Handle, None, CurrentTime)) {
+        usleep (100);
     }
 
     /*
@@ -521,31 +521,31 @@ int FGAPIENTRY glutEnterGameMode( void )
 #   ifdef X_XF86VidModeSetViewPort
 
     if (fgDisplay.DisplayModeValid) {
-       int x, y;
-       Window child;
+        int x, y;
+        Window child;
 
-       /*
-        * Change to viewport to the window topleft edge:
-        */
-       XF86VidModeSetViewPort(fgDisplay.Display, fgDisplay.Screen, 0, 0);
+        /*
+         * Change to viewport to the window topleft edge:
+         */
+        XF86VidModeSetViewPort(fgDisplay.Display, fgDisplay.Screen, 0, 0);
 
-       /*
-        * Final window repositioning: It could be avoided using an undecorated
-        * window using override_redirect, but this * would possily require more
-        * changes and investigation.
-        */
+        /*
+         * Final window repositioning: It could be avoided using an undecorated
+         * window using override_redirect, but this * would possily require more
+         * changes and investigation.
+         */
 
         /* Get the current postion of the drawable area on screen */
-       XTranslateCoordinates(
-           fgDisplay.Display,
-           fgStructure.Window->Window.Handle,
-           fgDisplay.RootWindow,
-           0, 0, &x, &y,
-           &child
-       );
-
-       /* Move the decorataions out of the topleft corner of the display */
-       XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, -x, -y);
+        XTranslateCoordinates(
+            fgDisplay.Display,
+            fgStructure.Window->Window.Handle,
+            fgDisplay.RootWindow,
+            0, 0, &x, &y,
+            &child
+        );
+
+        /* Move the decorataions out of the topleft corner of the display */
+        XMoveWindow(fgDisplay.Display, fgStructure.Window->Window.Handle, -x, -y);
     }
 
 #endif
index 81065a6..3ef7981 100644 (file)
@@ -230,9 +230,9 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
         glVertex3d(
             radius * *(row + 3 * i + 0),
             radius * *(row + 3 * i + 1),
-                 radius * *(row + 3 * i + 2)
-           );
-       
+                  radius * *(row + 3 * i + 2)
+            );
+        
         phi += dphi;
     }
 
@@ -263,8 +263,8 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
             glVertex3d(
                 radius * *(row + 3 * i + 0),
                 radius * *(row + 3 * i + 1),
-                       radius * *(row + 3 * i + 2)
-                   );
+                        radius * *(row + 3 * i + 2)
+                    );
 
             glNormal3dv( next + i * 3 );
             glVertex3d(
@@ -300,8 +300,8 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
         glVertex3d(
             radius * *(row + 3 * i + 0),
             radius * *(row + 3 * i + 1),
-                 radius * *(row + 3 * i + 2)
-          );
+                  radius * *(row + 3 * i + 2)
+           );
     }
 
     glEnd();