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authorLeonardo Sobral Cunha <leo.cunha@nokia.com>2009-04-28 13:41:50 (GMT)
committerLeonardo Sobral Cunha <leo.cunha@nokia.com>2009-04-28 13:57:15 (GMT)
commit98bdb5705119fd71c5de66fb413bfba2257835d3 (patch)
tree0e1be87e7ee21c597fd21c2e9a4b9db795fa8238 /src/declarative/opengl
parent1fd67315f52dd59667d940057d97f6f7a5ec20d0 (diff)
downloadQt-98bdb5705119fd71c5de66fb413bfba2257835d3.zip
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Coding style refactor, changing 'if(' and 'for(' to 'if (' and 'for ('
Diffstat (limited to 'src/declarative/opengl')
-rw-r--r--src/declarative/opengl/glbasicshaders.cpp30
-rw-r--r--src/declarative/opengl/glsave.h2
-rw-r--r--src/declarative/opengl/gltexture.cpp36
3 files changed, 34 insertions, 34 deletions
diff --git a/src/declarative/opengl/glbasicshaders.cpp b/src/declarative/opengl/glbasicshaders.cpp
index e95e53f..f546c0b 100644
--- a/src/declarative/opengl/glbasicshaders.cpp
+++ b/src/declarative/opengl/glbasicshaders.cpp
@@ -127,7 +127,7 @@ BlurTextureShader::BlurTextureShader()
{\
mediump vec4 accum = vec4(0, 0, 0, 0); \
mediump vec2 offset; \
- if(horizontal) \
+ if (horizontal) \
offset = vec2(blurStep, 0); \
else \
offset = vec2(0, blurStep); \
@@ -150,22 +150,22 @@ BlurTextureShader::BlurTextureShader()
{\
mediump vec4 accum = vec4(0, 0, 0, 0); \
mediump vec2 offset; \
- if(horizontal) \
+ if (horizontal) \
offset = vec2(blurStep, 0); \
else \
offset = vec2(0, blurStep); \
mediump float sum = 0.0; \
- for(int ii = 0; ii < blurSteps; ++ii) { \
+ for (int ii = 0; ii < blurSteps; ++ii) { \
mediump float frac = float(blurSteps - ii) / float(blurSteps); \
mediump vec2 coord = myTexCoord + -float(ii) * offset; \
- if(coord.x >= 0.0 && coord.y >= 0.0 && coord.y <= 1.0 && coord.x <=1.0) \
+ if (coord.x >= 0.0 && coord.y >= 0.0 && coord.y <= 1.0 && coord.x <=1.0) \
accum += texture2D(sampler2d, coord) * frac; \
sum += frac; \
} \
- for(int ii = 1; ii < blurSteps; ++ii) { \
+ for (int ii = 1; ii < blurSteps; ++ii) { \
mediump float frac = float(blurSteps - ii) / float(blurSteps); \
mediump vec2 coord = myTexCoord + float(ii) * offset; \
- if(coord.x <= 1.0 && coord.y <= 1.0 && coord.x >= 0.0 && coord.y >= 0.0) \
+ if (coord.x <= 1.0 && coord.y <= 1.0 && coord.x >= 0.0 && coord.y >= 0.0) \
accum += texture2D(sampler2d, coord) * frac; \
sum += frac; \
} \
@@ -207,7 +207,7 @@ void BlurTextureShader::setSteps(int s)
void BlurTextureShader::setMode(Mode m)
{
- if(m == Horizontal)
+ if (m == Horizontal)
setUniformValue(mode, 1);
else
setUniformValue(mode, 0);
@@ -545,49 +545,49 @@ GLBasicShaders::~GLBasicShaders()
BlurTextureShader *GLBasicShaders::blurTexture()
{
- if(!d->blurTexture) d->blurTexture = new BlurTextureShader();
+ if (!d->blurTexture) d->blurTexture = new BlurTextureShader();
return d->blurTexture;
}
SingleTextureShader *GLBasicShaders::singleTexture()
{
- if(!d->singleTexture) d->singleTexture = new SingleTextureShader();
+ if (!d->singleTexture) d->singleTexture = new SingleTextureShader();
return d->singleTexture;
}
SingleTextureOpacityShader *GLBasicShaders::singleTextureOpacity()
{
- if(!d->singleTextureOpacity) d->singleTextureOpacity = new SingleTextureOpacityShader();
+ if (!d->singleTextureOpacity) d->singleTextureOpacity = new SingleTextureOpacityShader();
return d->singleTextureOpacity;
}
DualTextureAddShader *GLBasicShaders::dualTextureAdd()
{
- if(!d->dualTextureAdd) d->dualTextureAdd = new DualTextureAddShader();
+ if (!d->dualTextureAdd) d->dualTextureAdd = new DualTextureAddShader();
return d->dualTextureAdd;
}
SingleTextureVertexOpacityShader *GLBasicShaders::singleTextureVertexOpacity()
{
- if(!d->singleTextureVertexOpacity) d->singleTextureVertexOpacity = new SingleTextureVertexOpacityShader();
+ if (!d->singleTextureVertexOpacity) d->singleTextureVertexOpacity = new SingleTextureVertexOpacityShader();
return d->singleTextureVertexOpacity;
}
SingleTextureShadowShader *GLBasicShaders::singleTextureShadow()
{
- if(!d->singleTextureShadow) d->singleTextureShadow = new SingleTextureShadowShader();
+ if (!d->singleTextureShadow) d->singleTextureShadow = new SingleTextureShadowShader();
return d->singleTextureShadow;
}
ConstantColorShader *GLBasicShaders::constantColor()
{
- if(!d->constantColor) d->constantColor = new ConstantColorShader();
+ if (!d->constantColor) d->constantColor = new ConstantColorShader();
return d->constantColor;
}
ColorShader *GLBasicShaders::color()
{
- if(!d->color) d->color = new ColorShader();
+ if (!d->color) d->color = new ColorShader();
return d->color;
}
diff --git a/src/declarative/opengl/glsave.h b/src/declarative/opengl/glsave.h
index 3a67fb0..cca3d3c 100644
--- a/src/declarative/opengl/glsave.h
+++ b/src/declarative/opengl/glsave.h
@@ -82,7 +82,7 @@ public:
~GLSaveScissor()
{
- if(enabled)
+ if (enabled)
glEnable(GL_SCISSOR_TEST);
else
glDisable(GL_SCISSOR_TEST);
diff --git a/src/declarative/opengl/gltexture.cpp b/src/declarative/opengl/gltexture.cpp
index 73deece..6d737ad 100644
--- a/src/declarative/opengl/gltexture.cpp
+++ b/src/declarative/opengl/gltexture.cpp
@@ -96,7 +96,7 @@ public:
void GLTexturePrivate::genTexture()
{
- if(texture)
+ if (texture)
return;
glGenTextures(1, &texture);
@@ -116,7 +116,7 @@ GLTexture::GLTexture(const QString &file)
: d(new GLTexturePrivate(this))
{
QImage img(file);
- if(!img.isNull())
+ if (!img.isNull())
setImage(img);
}
@@ -128,7 +128,7 @@ GLTexture::GLTexture(const QImage &img)
GLTexture::~GLTexture()
{
- if(d->texture)
+ if (d->texture)
glDeleteTextures(1, &d->texture);
delete d;
d = 0;
@@ -141,7 +141,7 @@ bool GLTexture::isNull() const
void GLTexture::clear()
{
- if(d->texture) {
+ if (d->texture) {
glDeleteTextures(1, &d->texture);
d->texture = 0;
d->width = 0;
@@ -168,7 +168,7 @@ static inline int npot(int size)
*/
void GLTexture::setImage(const QImage &img)
{
- if(img.isNull())
+ if (img.isNull())
return;
d->genTexture();
@@ -187,9 +187,9 @@ void GLTexture::setImage(const QImage &img)
#if 0
glGenerateMipmap(GL_TEXTURE_2D);
int e = glGetError();
- if(d->magFilter == Linear)
+ if (d->magFilter == Linear)
setMagFilter(MipmapLinear);
- if(d->minFilter == Linear)
+ if (d->minFilter == Linear)
setMinFilter((GLTexture::FilterMode)GL_LINEAR_MIPMAP_LINEAR);
#endif
}
@@ -228,7 +228,7 @@ int GLTexture::height() const
*/
void GLTexture::setSize(const QSize &size)
{
- if(size.width() <= 0 || size.height() <= 0) {
+ if (size.width() <= 0 || size.height() <= 0) {
clear();
return;
}
@@ -253,13 +253,13 @@ GLTexture::WrapMode GLTexture::verticalWrap() const
void GLTexture::setHorizontalWrap(WrapMode mode)
{
d->horizWrap = mode;
- if(d->texture) {
+ if (d->texture) {
GLint last;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last);
- if(GLuint(last) != d->texture)
+ if (GLuint(last) != d->texture)
glBindTexture(GL_TEXTURE_2D, d->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mode);
- if(GLuint(last) != d->texture)
+ if (GLuint(last) != d->texture)
glBindTexture(GL_TEXTURE_2D, last);
}
}
@@ -270,13 +270,13 @@ void GLTexture::setHorizontalWrap(WrapMode mode)
void GLTexture::setVerticalWrap(WrapMode mode)
{
d->vertWrap = mode;
- if(d->texture) {
+ if (d->texture) {
GLint last;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last);
- if(GLuint(last) != d->texture)
+ if (GLuint(last) != d->texture)
glBindTexture(GL_TEXTURE_2D, d->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mode);
- if(GLuint(last) != d->texture)
+ if (GLuint(last) != d->texture)
glBindTexture(GL_TEXTURE_2D, last);
}
}
@@ -293,10 +293,10 @@ GLTexture::FilterMode GLTexture::magFilter() const
void GLTexture::setMinFilter(FilterMode f)
{
- if(d->minFilter == f)
+ if (d->minFilter == f)
return;
d->minFilter = f;
- if(d->texture) {
+ if (d->texture) {
glBindTexture(GL_TEXTURE_2D, d->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, d->minFilter);
}
@@ -304,10 +304,10 @@ void GLTexture::setMinFilter(FilterMode f)
void GLTexture::setMagFilter(FilterMode f)
{
- if(d->magFilter == f)
+ if (d->magFilter == f)
return;
d->magFilter = f;
- if(d->texture) {
+ if (d->texture) {
glBindTexture(GL_TEXTURE_2D, d->texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, d->magFilter);
}