* need to pick a color for foreground/background---but what
* one we pick doesn't matter for GLUT_CURSOR_NONE.
*/
- static unsigned char no_cursor_bits[ 32 ];
+ static char no_cursor_bits[ 32 ];
XColor black;
no_cursor = XCreatePixmapFromBitmapData( fgDisplay.Display,
fgDisplay.RootWindow,
* A newline will simply translate the next character's insertion
* point back to the start of the line and down one line.
*/
- while( c = *string++ )
+ while( ( c = *string++) )
if( string[c] == '\n' )
{
glBitmap ( 0, 0, 0, 0, -x, (float) -font->Height, NULL );
if ( !string || ! *string )
return 0;
- while( c = *string++ )
+ while( ( c = *string++) )
{
if( c != '\n' )/* Not an EOL, increment length of line */
this_line_length += *( font->Characters[ c ]);
* A newline will simply translate the next character's insertion
* point back to the start of the line and down one line.
*/
- while( c = *string++ )
+ while( ( c = *string++) )
if( c < font->Quantity )
{
if( c == '\n' )
if ( !string || ! *string )
return 0;
- while( c = *string++ )
+ while( ( c = *string++) )
if( c < font->Quantity )
{
if( c == '\n' ) /* EOL; reset the length of this line */
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 );
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;
{
/* Have the window object created */
SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
- int fakeArgc = 0;
fghClearCallBacks( window );
/* Have the menu object created */
SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
- int fakeArgc = 0;
menu->ParentWindow = fgStructure.Window;