}
if( length < this_line_length )
length = this_line_length;
- return ( int )( length + 0.5 );
+ return( int )( length + 0.5 );
}
/*
GLfloat FGAPIENTRY glutStrokeHeight( void* fontID )
{
SFG_StrokeFont* font = fghStrokeByID( fontID );
- return( font->Height );
+ return font->Height;
}
/*** END OF FILE ***/
&fgDisplay.DisplayMode
);
- if (!fgDisplay.DisplayModeValid)
+ if( !fgDisplay.DisplayModeValid )
fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
# else
* not approved as X Consortium standards
*/
- if (fgDisplay.DisplayModeValid)
+ if( fgDisplay.DisplayModeValid )
{
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
/*
* The desired values should be stored in fgState structure...
*/
- return( (width == fgState.GameModeSize.X) &&
- (height == fgState.GameModeSize.Y) &&
- (depth == fgState.GameModeDepth) &&
- (refresh == fgState.GameModeRefresh) );
+ return ( width == fgState.GameModeSize.X ) &&
+ ( height == fgState.GameModeSize.Y ) &&
+ ( depth == fgState.GameModeDepth ) &&
+ (refresh == fgState.GameModeRefresh );
}
/*
* This is also used by applcations which check modes by calling
* glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
*/
- if (haveToTest || fgDisplay.DisplayModeValid)
+ if( haveToTest || fgDisplay.DisplayModeValid )
{
XF86VidModeModeInfo** displayModes;
int i, displayModesCount;
displayModes++;
}
- if ( mode == 0xffffffff )
+ if( mode == 0xffffffff )
{
/* then try without Display Frequency */
displayModes = 0;
# ifdef X_XF86VidModeSetViewPort
- if (fgDisplay.DisplayModeValid)
+ if( fgDisplay.DisplayModeValid )
{
int x, y;
Window child;