Yet more trivial style normalizations.
Sorry, but that's all that I'm up to at the moment. On the plus, excepting the font_data file (which I've been skipping), up through this file, I think that the code style is pretty close to uniform. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@345 7f0cb862-5218-0410-a997-914c9d46530a
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@ -333,7 +333,7 @@ int FGAPIENTRY glutStrokeLength( void* fontID, const unsigned char* string )
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}
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}
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if( length < this_line_length )
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if( length < this_line_length )
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length = this_line_length;
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length = this_line_length;
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return ( int )( length + 0.5 );
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return( int )( length + 0.5 );
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}
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}
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/*
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/*
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@ -342,7 +342,7 @@ int FGAPIENTRY glutStrokeLength( void* fontID, const unsigned char* string )
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GLfloat FGAPIENTRY glutStrokeHeight( void* fontID )
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GLfloat FGAPIENTRY glutStrokeHeight( void* fontID )
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{
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{
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SFG_StrokeFont* font = fghStrokeByID( fontID );
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SFG_StrokeFont* font = fghStrokeByID( fontID );
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return( font->Height );
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return font->Height;
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}
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}
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/*** END OF FILE ***/
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/*** END OF FILE ***/
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@ -97,7 +97,7 @@ void fghRememberState( void )
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&fgDisplay.DisplayMode
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&fgDisplay.DisplayMode
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);
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);
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if (!fgDisplay.DisplayModeValid)
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if( !fgDisplay.DisplayModeValid )
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fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
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fgWarning( "Runtime use of XF86VidModeGetModeLine failed.\n" );
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# else
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# else
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@ -148,7 +148,7 @@ void fghRestoreState( void )
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* not approved as X Consortium standards
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* not approved as X Consortium standards
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*/
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*/
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if (fgDisplay.DisplayModeValid)
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if( fgDisplay.DisplayModeValid )
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{
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{
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XF86VidModeModeInfo** displayModes;
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XF86VidModeModeInfo** displayModes;
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int i, displayModesCount;
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int i, displayModesCount;
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@ -216,10 +216,10 @@ GLboolean fghCheckDisplayMode( int width, int height, int depth, int refresh )
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/*
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/*
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* The desired values should be stored in fgState structure...
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* The desired values should be stored in fgState structure...
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*/
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*/
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return( (width == fgState.GameModeSize.X) &&
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return ( width == fgState.GameModeSize.X ) &&
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(height == fgState.GameModeSize.Y) &&
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( height == fgState.GameModeSize.Y ) &&
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(depth == fgState.GameModeDepth) &&
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( depth == fgState.GameModeDepth ) &&
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(refresh == fgState.GameModeRefresh) );
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(refresh == fgState.GameModeRefresh );
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}
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}
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/*
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/*
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@ -239,7 +239,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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* This is also used by applcations which check modes by calling
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* This is also used by applcations which check modes by calling
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* glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
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* glutGameModeGet(GLUT_GAME_MODE_POSSIBLE), so allow the check:
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*/
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*/
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if (haveToTest || fgDisplay.DisplayModeValid)
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if( haveToTest || fgDisplay.DisplayModeValid )
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{
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{
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XF86VidModeModeInfo** displayModes;
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XF86VidModeModeInfo** displayModes;
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int i, displayModesCount;
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int i, displayModesCount;
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@ -311,7 +311,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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displayModes++;
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displayModes++;
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}
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}
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if ( mode == 0xffffffff )
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if( mode == 0xffffffff )
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{
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{
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/* then try without Display Frequency */
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/* then try without Display Frequency */
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displayModes = 0;
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displayModes = 0;
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@ -479,7 +479,7 @@ int FGAPIENTRY glutEnterGameMode( void )
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# ifdef X_XF86VidModeSetViewPort
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# ifdef X_XF86VidModeSetViewPort
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if (fgDisplay.DisplayModeValid)
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if( fgDisplay.DisplayModeValid )
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{
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{
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int x, y;
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int x, y;
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Window child;
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Window child;
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