Revision: 46968
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46968
Author:   campbellbarton
Date:     2012-05-24 13:18:53 +0000 (Thu, 24 May 2012)
Log Message:
-----------
style cleanup

Modified Paths:
--------------
    trunk/blender/intern/ghost/test/gears/GHOST_C-Test.c
    trunk/blender/intern/ghost/test/gears/GHOST_Test.cpp
    trunk/blender/intern/ghost/test/multitest/Basic.c
    trunk/blender/intern/ghost/test/multitest/MultiTest.c
    trunk/blender/intern/ghost/test/multitest/ScrollBar.c
    trunk/blender/intern/ghost/test/multitest/Util.c
    trunk/blender/intern/ghost/test/multitest/WindowData.c
    trunk/blender/release/plugins/sequence/blur.c
    trunk/blender/release/plugins/sequence/scatter.c

Modified: trunk/blender/intern/ghost/test/gears/GHOST_C-Test.c
===================================================================
--- trunk/blender/intern/ghost/test/gears/GHOST_C-Test.c        2012-05-24 
10:18:54 UTC (rev 46967)
+++ trunk/blender/intern/ghost/test/gears/GHOST_C-Test.c        2012-05-24 
13:18:53 UTC (rev 46968)
@@ -46,22 +46,22 @@
 #include "GHOST_C-api.h"
 
 #if defined(WIN32) || defined(__APPLE__)
-       #ifdef WIN32
-               #include <windows.h>
-               #include <GL/gl.h>
-       #else /* WIN32 */
-               /* __APPLE__ is defined */
-               #include <AGL/gl.h>
-       #endif /* WIN32 */
+#  ifdef WIN32
+#    include <windows.h>
+#    include <GL/gl.h>
+#  else /* WIN32 */
+     /* __APPLE__ is defined */
+#    include <AGL/gl.h>
+#  endif /* WIN32 */
 #else /* defined(WIN32) || defined(__APPLE__) */
-       #include <GL/gl.h>
+#  include <GL/gl.h>
 #endif /* defined(WIN32) || defined(__APPLE__) */
 
 
 static void gearsTimerProc(GHOST_TimerTaskHandle task, GHOST_TUns64 time);
 int processEvent(GHOST_EventHandle hEvent, GHOST_TUserDataPtr userData);
 
-static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0;
+static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
 static GLfloat fAngle = 0.0;
 static int sExitRequested = 0;
 static GHOST_SystemHandle shSystem = NULL;
@@ -87,34 +87,34 @@
        const double pi = 3.14159264;
        
        r0 = inner_radius;
-       r1 = (float)(outer_radius - tooth_depth/2.0);
-       r2 = (float)(outer_radius + tooth_depth/2.0);
+       r1 = (float)(outer_radius - tooth_depth / 2.0);
+       r2 = (float)(outer_radius + tooth_depth / 2.0);
        
-       da = (float)(2.0*pi / teeth / 4.0);
+       da = (float)(2.0 * pi / teeth / 4.0);
        
        glShadeModel(GL_FLAT);
        glNormal3f(0.0, 0.0, 1.0);
        
        /* draw front face */
        glBegin(GL_QUAD_STRIP);
-       for (i=0;i<=teeth;i++) {
-               angle = (float)(i * 2.0*pi / teeth);
-               glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), 
(float)(width*0.5));
-               glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), 
(float)(width*0.5));
-               glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), 
(float)(width*0.5));
-               glVertex3f((float)(r1*cos(angle+3*da)), 
(float)(r1*sin(angle+3*da)), (float)(width*0.5));
+       for (i = 0; i <= teeth; i++) {
+               angle = (float)(i * 2.0 * pi / teeth);
+               glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), 
(float)(width * 0.5));
+               glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), 
(float)(width * 0.5));
+               glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), 
(float)(width * 0.5));
+               glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * 
sin(angle + 3 * da)), (float)(width * 0.5));
        }
        glEnd();
        
        /* draw front sides of teeth */
        glBegin(GL_QUADS);
-       da = (float)(2.0*pi / teeth / 4.0);
-       for (i=0;i<teeth;i++) {
-               angle = (float)(i * 2.0*pi / teeth);
-               glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), 
(float)(width*0.5));
-               glVertex3f((float)(r2*cos(angle+da)), 
(float)(r2*sin(angle+da)), (float)(width*0.5));
-               glVertex3f((float)(r2*cos(angle+2*da)), 
(float)(r2*sin(angle+2*da)), (float)(width*0.5));
-               glVertex3f((float)(r1*cos(angle+3*da)), 
(float)(r1*sin(angle+3*da)), (float)(width*0.5));
+       da = (float)(2.0 * pi / teeth / 4.0);
+       for (i = 0; i < teeth; i++) {
+               angle = (float)(i * 2.0 * pi / teeth);
+               glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), 
(float)(width * 0.5));
+               glVertex3f((float)(r2 * cos(angle + da)), (float)(r2 * 
sin(angle + da)), (float)(width * 0.5));
+               glVertex3f((float)(r2 * cos(angle + 2 * da)), (float)(r2 * 
sin(angle + 2 * da)), (float)(width * 0.5));
+               glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * 
sin(angle + 3 * da)), (float)(width * 0.5));
        }
        glEnd();
        
@@ -122,64 +122,64 @@
        
        /* draw back face */
        glBegin(GL_QUAD_STRIP);
-       for (i=0;i<=teeth;i++) {
-               angle = (float)(i * 2.0*pi / teeth);
-               glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), 
(float)(-width*0.5));
-               glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), 
(float)(-width*0.5));
-               glVertex3f((float)(r1*cos(angle+3*da)), 
(float)(r1*sin(angle+3*da)), (float)(-width*0.5));
-               glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), 
(float)(-width*0.5));
+       for (i = 0; i <= teeth; i++) {
+               angle = (float)(i * 2.0 * pi / teeth);
+               glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), 
(float)(-width * 0.5));
+               glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), 
(float)(-width * 0.5));
+               glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * 
sin(angle + 3 * da)), (float)(-width * 0.5));
+               glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), 
(float)(-width * 0.5));
        }
        glEnd();
        
        /* draw back sides of teeth */
        glBegin(GL_QUADS);
-       da = (float)(2.0*pi / teeth / 4.0);
-       for (i=0;i<teeth;i++) {
-               angle = (float)(i * 2.0*pi / teeth);
-               glVertex3f((float)(r1*cos(angle+3*da)), 
(float)(r1*sin(angle+3*da)), (float)(-width*0.5));
-               glVertex3f((float)(r2*cos(angle+2*da)), 
(float)(r2*sin(angle+2*da)), (float)(-width*0.5));
-               glVertex3f((float)(r2*cos(angle+da)), 
(float)(r2*sin(angle+da)), (float)(-width*0.5));
-               glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), 
(float)(-width*0.5));
+       da = (float)(2.0 * pi / teeth / 4.0);
+       for (i = 0; i < teeth; i++) {
+               angle = (float)(i * 2.0 * pi / teeth);
+               glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * 
sin(angle + 3 * da)), (float)(-width * 0.5));
+               glVertex3f((float)(r2 * cos(angle + 2 * da)), (float)(r2 * 
sin(angle + 2 * da)), (float)(-width * 0.5));
+               glVertex3f((float)(r2 * cos(angle + da)), (float)(r2 * 
sin(angle + da)), (float)(-width * 0.5));
+               glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), 
(float)(-width * 0.5));
        }
        glEnd();
        
        /* draw outward faces of teeth */
        glBegin(GL_QUAD_STRIP);
-       for (i=0;i<teeth;i++) {
-               angle = (float)(i * 2.0*pi / teeth);
-               glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), 
(float)(width*0.5));
-               glVertex3f((float)(r1*cos(angle)), (float)(r1*sin(angle)), 
(float)(-width*0.5));
-               u = (float)(r2*cos(angle+da) - r1*cos(angle));
-               v = (float)(r2*sin(angle+da) - r1*sin(angle));
-               len = (float)(sqrt(u*u + v*v));
+       for (i = 0; i < teeth; i++) {
+               angle = (float)(i * 2.0 * pi / teeth);
+               glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), 
(float)(width * 0.5));
+               glVertex3f((float)(r1 * cos(angle)), (float)(r1 * sin(angle)), 
(float)(-width * 0.5));
+               u = (float)(r2 * cos(angle + da) - r1 * cos(angle));
+               v = (float)(r2 * sin(angle + da) - r1 * sin(angle));
+               len = (float)(sqrt(u * u + v * v));
                u /= len;
                v /= len;
                glNormal3f(v, -u, 0.0);
-               glVertex3f((float)(r2*cos(angle+da)), 
(float)(r2*sin(angle+da)), (float)(width*0.5));
-               glVertex3f((float)(r2*cos(angle+da)), 
(float)(r2*sin(angle+da)), (float)(-width*0.5));
+               glVertex3f((float)(r2 * cos(angle + da)), (float)(r2 * 
sin(angle + da)), (float)(width * 0.5));
+               glVertex3f((float)(r2 * cos(angle + da)), (float)(r2 * 
sin(angle + da)), (float)(-width * 0.5));
                glNormal3f((float)(cos(angle)), (float)(sin(angle)), 0.0);
-               glVertex3f((float)(r2*cos(angle+2*da)), 
(float)(r2*sin(angle+2*da)), (float)(width*0.5));
-               glVertex3f((float)(r2*cos(angle+2*da)), 
(float)(r2*sin(angle+2*da)), (float)(-width*0.5));
-               u = (float)(r1*cos(angle+3*da) - r2*cos(angle+2*da));
-               v = (float)(r1*sin(angle+3*da) - r2*sin(angle+2*da));
+               glVertex3f((float)(r2 * cos(angle + 2 * da)), (float)(r2 * 
sin(angle + 2 * da)), (float)(width * 0.5));
+               glVertex3f((float)(r2 * cos(angle + 2 * da)), (float)(r2 * 
sin(angle + 2 * da)), (float)(-width * 0.5));
+               u = (float)(r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * 
da));
+               v = (float)(r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * 
da));
                glNormal3f(v, -u, 0.0);
-               glVertex3f((float)(r1*cos(angle+3*da)), 
(float)(r1*sin(angle+3*da)), (float)(width*0.5));
-               glVertex3f((float)(r1*cos(angle+3*da)), 
(float)(r1*sin(angle+3*da)), (float)(-width*0.5));
+               glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * 
sin(angle + 3 * da)), (float)(width * 0.5));
+               glVertex3f((float)(r1 * cos(angle + 3 * da)), (float)(r1 * 
sin(angle + 3 * da)), (float)(-width * 0.5));
                glNormal3f((float)(cos(angle)), (float)(sin(angle)), 0.0);
        }
-       glVertex3f((float)(r1*cos(0.0)), (float)(r1*sin(0.0)), 
(float)(width*0.5));
-       glVertex3f((float)(r1*cos(0.0)), (float)(r1*sin(0.0)), 
(float)(-width*0.5));
+       glVertex3f((float)(r1 * cos(0.0)), (float)(r1 * sin(0.0)), 
(float)(width * 0.5));
+       glVertex3f((float)(r1 * cos(0.0)), (float)(r1 * sin(0.0)), 
(float)(-width * 0.5));
        glEnd();
        
        glShadeModel(GL_SMOOTH);
        
        /* draw inside radius cylinder */
        glBegin(GL_QUAD_STRIP);
-       for (i=0;i<=teeth;i++) {
-               angle = (float)(i * 2.0*pi / teeth);
+       for (i = 0; i <= teeth; i++) {
+               angle = (float)(i * 2.0 * pi / teeth);
                glNormal3f((float)(-cos(angle)), (float)(-sin(angle)), 0.0);
-               glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), 
(float)(-width*0.5));
-               glVertex3f((float)(r0*cos(angle)), (float)(r0*sin(angle)), 
(float)(width*0.5));
+               glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), 
(float)(-width * 0.5));
+               glVertex3f((float)(r0 * cos(angle)), (float)(r0 * sin(angle)), 
(float)(width * 0.5));
        }
        glEnd();
 }
@@ -201,20 +201,20 @@
        
        switch (id)
        {
-       case 1:
-               glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ared);
-               gearGL(1.0f, 4.0f, 1.0f, 20, 0.7f);
-               break;
-       case 2:
-               glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, agreen);
-               gearGL(0.5f, 2.0f, 2.0f, 10, 0.7f);
-               break;
-       case 3:
-               glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ablue);
-               gearGL(1.3f, 2.0f, 0.5f, 10, 0.7f);
-               break;
-       default:
-               break;
+               case 1:
+                       glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ared);
+                       gearGL(1.0f, 4.0f, 1.0f, 20, 0.7f);
+                       break;
+               case 2:
+                       glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, agreen);
+                       gearGL(0.5f, 2.0f, 2.0f, 10, 0.7f);
+                       break;
+               case 3:
+                       glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ablue);
+                       gearGL(1.3f, 2.0f, 0.5f, 10, 0.7f);
+                       break;
+               default:
+                       break;
        }
        glEnable(GL_NORMALIZE);
 }
@@ -238,14 +238,14 @@
        
        glPushMatrix();
        glTranslatef(3.1f, -2.0f, 0.0f);
-       glRotatef((float)(-2.0*fAngle-9.0), 0.0, 0.0, 1.0);
+       glRotatef((float)(-2.0 * fAngle - 9.0), 0.0, 0.0, 1.0);
        drawGearGL(2);
        glPopMatrix();
        
        glPushMatrix();
        glTranslatef(-3.1f, 2.2f, -1.8f);
        glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
-       glRotatef((float)(2.0*fAngle-2.0), 0.0, 0.0, 1.0);
+       glRotatef((float)(2.0 * fAngle - 2.0), 0.0, 0.0, 1.0);
        drawGearGL(3);
        glPopMatrix();
        
@@ -274,7 +274,7 @@

@@ Diff output truncated at 10240 characters. @@
_______________________________________________
Bf-blender-cvs mailing list
Bf-blender-cvs@blender.org
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to