style cleanup: multiple statements on a single line in interface code.

This commit is contained in:
Campbell Barton 2012-09-16 23:40:03 +00:00
parent 86a72ae064
commit 42dd135be0
4 changed files with 30 additions and 25 deletions

@ -2572,7 +2572,9 @@ void ui_block_do_align(uiBlock *block)
ui_block_do_align_but(but, nr);
/* skip with same number */
for (; but && but->alignnr == nr; but = but->next) ;
for (; but && but->alignnr == nr; but = but->next) {
/* pass */
}
if (!but) {
break;

@ -86,7 +86,7 @@ void uiDrawBox(int mode, float minx, float miny, float maxx, float maxy, float r
/* mult */
for (a = 0; a < 7; a++) {
vec[a][0] *= rad; vec[a][1] *= rad;
mul_v2_fl(vec[a], rad);
}
glBegin(mode);
@ -157,18 +157,18 @@ void uiDrawBoxShade(int mode, float minx, float miny, float maxx, float maxy, fl
/* mult */
for (a = 0; a < 7; a++) {
vec[a][0] *= rad; vec[a][1] *= rad;
mul_v2_fl(vec[a], rad);
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
coltop[0] = color[0] + shadetop; if (coltop[0] > 1.0f) coltop[0] = 1.0f;
coltop[1] = color[1] + shadetop; if (coltop[1] > 1.0f) coltop[1] = 1.0f;
coltop[2] = color[2] + shadetop; if (coltop[2] > 1.0f) coltop[2] = 1.0f;
coldown[0] = color[0] + shadedown; if (coldown[0] < 0.0f) coldown[0] = 0.0f;
coldown[1] = color[1] + shadedown; if (coldown[1] < 0.0f) coldown[1] = 0.0f;
coldown[2] = color[2] + shadedown; if (coldown[2] < 0.0f) coldown[2] = 0.0f;
coltop[0] = minf(1.0f, color[0] + shadetop);
coltop[1] = minf(1.0f, color[1] + shadetop);
coltop[2] = minf(1.0f, color[2] + shadetop);
coldown[0] = maxf(0.0f, color[0] + shadedown);
coldown[1] = maxf(0.0f, color[1] + shadedown);
coldown[2] = maxf(0.0f, color[2] + shadedown);
glShadeModel(GL_SMOOTH);
glBegin(mode);
@ -266,18 +266,18 @@ void uiDrawBoxVerticalShade(int mode, float minx, float miny, float maxx, float
/* mult */
for (a = 0; a < 7; a++) {
vec[a][0] *= rad; vec[a][1] *= rad;
mul_v2_fl(vec[a], rad);
}
/* get current color, needs to be outside of glBegin/End */
glGetFloatv(GL_CURRENT_COLOR, color);
/* 'shade' defines strength of shading */
colLeft[0] = color[0] + shadeLeft; if (colLeft[0] > 1.0f) colLeft[0] = 1.0f;
colLeft[1] = color[1] + shadeLeft; if (colLeft[1] > 1.0f) colLeft[1] = 1.0f;
colLeft[2] = color[2] + shadeLeft; if (colLeft[2] > 1.0f) colLeft[2] = 1.0f;
colRight[0] = color[0] + shadeRight; if (colRight[0] < 0.0f) colRight[0] = 0.0f;
colRight[1] = color[1] + shadeRight; if (colRight[1] < 0.0f) colRight[1] = 0.0f;
colRight[2] = color[2] + shadeRight; if (colRight[2] < 0.0f) colRight[2] = 0.0f;
colLeft[0] = minf(1.0f, color[0] + shadeLeft);
colLeft[1] = minf(1.0f, color[1] + shadeLeft);
colLeft[2] = minf(1.0f, color[2] + shadeLeft);
colRight[0] = maxf(0.0f, color[0] + shadeRight);
colRight[1] = maxf(0.0f, color[1] + shadeRight);
colRight[2] = maxf(0.0f, color[2] + shadeRight);
glShadeModel(GL_SMOOTH);
glBegin(mode);
@ -601,7 +601,8 @@ static void ui_draw_but_CHARTAB(uiBut *but)
}
/* Calculate the next position and character */
sx += butw; ex += butw;
sx += butw;
ex += butw;
cs++;
}
/* Add the y position and reset x position */
@ -1146,8 +1147,9 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect)
glBegin(GL_QUAD_STRIP);
glColor4fv(&cbd->r);
glVertex2fv(v1); glVertex2fv(v2);
glVertex2fv(v1);
glVertex2fv(v2);
for (a = 1; a <= sizex; a++) {
pos = ((float)a) / (sizex - 1);
do_colorband(coba, pos, colf);
@ -1157,7 +1159,8 @@ void ui_draw_but_COLORBAND(uiBut *but, uiWidgetColors *UNUSED(wcol), rcti *rect)
v1[0] = v2[0] = x1 + a;
glColor4fv(colf);
glVertex2fv(v1); glVertex2fv(v2);
glVertex2fv(v1);
glVertex2fv(v2);
}
glEnd();
@ -1244,7 +1247,8 @@ void ui_draw_but_NORMAL(uiBut *but, uiWidgetColors *wcol, rcti *rect)
/* sphere color */
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffn);
glCullFace(GL_BACK); glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
/* disable blender light */
for (a = 0; a < 8; a++) {

@ -1869,7 +1869,7 @@ static void curvemap_buttons_layout(uiLayout *layout, PointerRNA *ptr, char labe
uiButSetNFunc(bt, rna_update_cb, MEM_dupallocN(cb), NULL);
if (cumap->flag & CUMA_DO_CLIP) icon = ICON_CLIPUV_HLT; else icon = ICON_CLIPUV_DEHLT;
icon = (cumap->flag & CUMA_DO_CLIP) ? ICON_CLIPUV_HLT : ICON_CLIPUV_DEHLT;
bt = uiDefIconBlockBut(block, curvemap_clipping_func, cumap, 0, icon, 0, 0, dx, dx, TIP_("Clipping Options"));
uiButSetNFunc(bt, rna_update_cb, MEM_dupallocN(cb), NULL);

@ -990,9 +990,8 @@ void UI_view2d_view_ortho(View2D *v2d)
/* apply mask-based adjustments to cur rect (due to scrollers), to eliminate scaling artifacts */
view2d_map_cur_using_mask(v2d, &curmasked);
curmasked.xmin -= xofs; curmasked.xmax -= xofs;
curmasked.ymin -= yofs; curmasked.ymax -= yofs;
BLI_rctf_translate(&curmasked, -xofs, -yofs);
/* XXX ton: this flag set by outliner, for icons */
if (v2d->flag & V2D_PIXELOFS_X) {