From: Holger Schemel Date: Wed, 21 Feb 2024 18:39:29 +0000 (+0100) Subject: white space changes X-Git-Tag: 4.4.0.0-test-1~325 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;ds=sidebyside;h=bdda8328c686949f91cf2ce84cd719eb259ba94e;p=rocksndiamonds.git white space changes --- diff --git a/build-projects/android/app/src/main/java/org/libsdl/app/SDLActivity.java b/build-projects/android/app/src/main/java/org/libsdl/app/SDLActivity.java index f8b3e1eb..da32aea2 100644 --- a/build-projects/android/app/src/main/java/org/libsdl/app/SDLActivity.java +++ b/build-projects/android/app/src/main/java/org/libsdl/app/SDLActivity.java @@ -2183,7 +2183,7 @@ class DummyEdit extends View implements View.OnKeyListener { // 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(); } diff --git a/src/game_bd/bd_cave.c b/src/game_bd/bd_cave.c index 8284fd35..7948c170 100644 --- a/src/game_bd/bd_cave.c +++ b/src/game_bd/bd_cave.c @@ -247,7 +247,7 @@ void gd_create_char_to_element_table(void) 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; @@ -1293,7 +1293,7 @@ void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer /* 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; diff --git a/src/game_bd/bd_cavedb.c b/src/game_bd/bd_cavedb.c index fb2f08ef..177f38ac 100644 --- a/src/game_bd/bd_cavedb.c +++ b/src/game_bd/bd_cavedb.c @@ -949,10 +949,10 @@ void gd_cave_db_init(void) 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 */ @@ -1079,7 +1079,7 @@ void gd_cave_db_init(void) } 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); diff --git a/src/game_bd/bd_caveengine.c b/src/game_bd/bd_caveengine.c index ab4becd4..080146c6 100644 --- a/src/game_bd/bd_caveengine.c +++ b/src/game_bd/bd_caveengine.c @@ -1680,7 +1680,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, 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 */ @@ -1898,7 +1898,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, 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) @@ -1921,7 +1921,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean 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. */ diff --git a/src/libgame/zip/unzip.c b/src/libgame/zip/unzip.c index 5f1cb151..564d901d 100644 --- a/src/libgame/zip/unzip.c +++ b/src/libgame/zip/unzip.c @@ -122,8 +122,8 @@ typedef struct 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; diff --git a/src/libgame/zip/unzip.h b/src/libgame/zip/unzip.h index 4aa047ea..b457e18f 100644 --- a/src/libgame/zip/unzip.h +++ b/src/libgame/zip/unzip.h @@ -176,7 +176,7 @@ extern int ZEXPORT unzOpenCurrentFilePassword(unzFile file, const char *password 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 */