// FIXME: A more effective solution would be to assume our Layout to be RelativeLayout or LinearLayout
// FIXME: And determine the keyboard presence doing this: http://stackoverflow.com/questions/2150078/how-to-check-visibility-of-software-keyboard-in-android
// FIXME: An even more effective way would be if Android provided this out of the box, but where would the fun be in that :)
- if (event.getAction()==KeyEvent.ACTION_UP && keyCode == KeyEvent.KEYCODE_BACK) {
+ if (event.getAction() == KeyEvent.ACTION_UP && keyCode == KeyEvent.KEYCODE_BACK) {
if (SDLActivity.mTextEdit != null && SDLActivity.mTextEdit.getVisibility() == View.VISIBLE) {
SDLActivity.onNativeKeyboardFocusLost();
}
if (c)
{
- if (gd_char_to_element[c]!=O_UNKNOWN)
+ if (gd_char_to_element[c] != O_UNKNOWN)
Warn("Character %c already used for element %x", c, gd_char_to_element[c]);
gd_char_to_element[c] = i;
/* player with bomb does not blink or tap - no graphics drawn for that.
running is drawn using w/o bomb cells */
- if (cave->last_direction!=GD_MV_STILL)
+ if (cave->last_direction != GD_MV_STILL)
{
elemmapping[O_PLAYER_BOMB] = map;
elemdrawing[O_PLAYER_BOMB] = draw;
lowercase_names = FALSE;
/* check element database for faults. */
- for (i = 0; gd_elements[i].element!=-1; i++)
+ for (i = 0; gd_elements[i].element != -1; i++)
{
if (gd_elements[i].element != i)
- Error("element: i:0x%x!=0x%x", i, gd_elements[i].element);
+ Error("element: i:0x%x != 0x%x", i, gd_elements[i].element);
/* if it has a name, create a lowercase name (of the translated one).
will be used by the editor */
}
another_prop = g_hash_table_lookup(pointers, GINT_TO_POINTER(gd_cave_properties[i].offset + 1));
- if (another_prop!=NULL)
+ if (another_prop != NULL)
{
Error("property %s has the same pointer as property %s",
gd_cave_properties[i].identifier, another_prop);
cave->player_seen_ago = 0;
/* bd4 intermission caves have many players. so if one of them has exited,
* do not change the flag anymore. so this if () is needed */
- if (cave->player_state!=GD_PL_EXITED)
+ if (cave->player_state != GD_PL_EXITED)
cave->player_state = GD_PL_LIVING;
/* check for pneumatic hammer things */
cave->player_seen_ago = 0;
/* bd4 intermission caves have many players. so if one of them has exited,
* do not change the flag anymore. so this if () is needed */
- if (cave->player_state!=GD_PL_EXITED)
+ if (cave->player_state != GD_PL_EXITED)
cave->player_state = GD_PL_LIVING;
if (player_fire)
}
cave->player_seen_ago = 0;
- if (cave->player_state!=GD_PL_EXITED)
+ if (cave->player_state != GD_PL_EXITED)
cave->player_state = GD_PL_LIVING;
/* if hammering time is up, becomes a normal player again. */
zlib_filefunc64_32_def z_filefunc;
voidpf filestream; /* io structore of the zipfile */
- uint16_t compression_method; /* compression method (0==store) */
- uint64_t byte_before_the_zipfile; /* byte before the zipfile, (>0 for sfx) */
+ uint16_t compression_method; /* compression method (0 == store) */
+ uint64_t byte_before_the_zipfile; /* byte before the zipfile, (> 0 for sfx) */
int raw;
} file_in_zip64_read_info_s;
extern int ZEXPORT unzOpenCurrentFile2(unzFile file, int *method, int *level, int raw);
/* Same as unzOpenCurrentFile, but open for read raw the file (not uncompress)
- if raw==1 *method will receive method of compression, *level will receive level of compression
+ if raw == 1 *method will receive method of compression, *level will receive level of compression
NOTE: you can set level parameter as NULL (if you did not want known level,
but you CANNOT set method parameter as NULL */