Slight style improvements. Two rules of thumb that are almost always

good to apply:

 * Don't write a == CONST.  Instead, write CONST == a.  Or, more generally
   (in C like languages): Avoid putting an lvalue on the left-hand side of
   an == comparison.  (For consistancy, I try to avoid lvalues on the left-
   hand side of any comparison---but == is the most notorious.)

   (An "lvalue" is a value that can safely go on the left side of an
   "=" assignment, of course.  (^&)

 * Do not write
       if( !condition )
           return;
       other_thing;
       return;

   (See page 18 of K&P's _The Elements of Programming Style_.)

   Instead, it is better to just write:

       if( condition )
           other_thing;
       return;

   There are times when sacrificing structured programming (e.g., via
   multiple return statements) is okay.  But, here, there is no apparent
   gain---indeed, there seems only loss---in the non-structured code.


git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@308 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
rkrolib 2003-11-07 06:12:58 +00:00
parent 974e38bfbd
commit aeeabeff93

View File

@ -115,19 +115,14 @@ void FGAPIENTRY glutTimerFunc( unsigned int timeOut, void (* callback)( int ),
*/
static void fghVisibility( int status )
{
FGCBVisibility vis;
int glut_status;
int glut_status = GLUT_VISIBLE;
freeglut_assert_ready;
freeglut_return_if_fail( fgStructure.Window );
vis = FETCH_WCB( ( *( fgStructure.Window ) ), Visibility );
freeglut_return_if_fail( vis );
if( status == GLUT_HIDDEN || status == GLUT_FULLY_COVERED )
if( ( GLUT_HIDDEN == status ) || ( GLUT_FULLY_COVERED == status ) )
glut_status = GLUT_NOT_VISIBLE;
else
glut_status = GLUT_VISIBLE;
vis( glut_status );
INVOKE_WCB( *( fgStructure.Window ), Visibility, ( glut_status ) );
}
void FGAPIENTRY glutVisibilityFunc( void (* callback)( int ) )
@ -232,8 +227,7 @@ void FGAPIENTRY glutWMCloseFunc( void (* callback)( void ) )
/* A. Donev: Destruction callback for menus */
void FGAPIENTRY glutMenuDestroyFunc( void (* callback)( void ) )
{
if( fgStructure.Menu == NULL )
return;
if( fgStructure.Menu )
fgStructure.Menu->Destroy = callback;
}