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Unverified Commit 55e065c6 authored by Luca Weiss's avatar Luca Weiss Committed by Oliver Smith
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Replace remaining spaces with tabs in comments (MR 93)

parent d37bcc6c
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......@@ -249,7 +249,7 @@ SDL_Surface *Keyboard::makeKeyboard(KeyboardLayer *layer)
Uint32 rmask, gmask, bmask, amask;
/* SDL interprets each pixel as a 32-bit number, so our masks must depend
on the endianness (byte order) of the machine */
on the endianness (byte order) of the machine */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
......
......@@ -98,9 +98,9 @@ int main(int argc, char **args)
}
/*
* Set up display and renderer
* Use windowed mode in test mode and device resolution otherwise
*/
* Set up display and renderer
* Use windowed mode in test mode and device resolution otherwise
*/
int windowFlags = 0;
if (opts.testMode) {
windowFlags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_SHOWN;
......@@ -289,9 +289,9 @@ int main(int argc, char **args)
// handle physical keyboard
case SDL_TEXTINPUT:
/*
* Only register text input if time since last text input has exceeded
* the keyboard repeat delay rate
*/
* Only register text input if time since last text input has exceeded
* the keyboard repeat delay rate
*/
showPasswordError = false;
// Enable key repeat delay
if ((cur_ticks - repeat_delay_ms) > prev_text_ticks) {
......@@ -308,16 +308,16 @@ int main(int argc, char **args)
// Render event handler
if (event.type == EVENT_RENDER) {
/* NOTE ON DOUBLE BUFFERING / RENDERING TWICE:
We only re-schedule render events during animation, otherwise
we render once and then do nothing for a long while.
We only re-schedule render events during animation, otherwise
we render once and then do nothing for a long while.
A single render may however never reach the screen, since
SDL_RenderCopy() page flips and with double buffering that
may just fill the hidden backbuffer.
A single render may however never reach the screen, since
SDL_RenderCopy() page flips and with double buffering that
may just fill the hidden backbuffer.
Therefore, we need to render two times if not during animation
to make sure it actually shows on screen during lengthy pauses.
*/
Therefore, we need to render two times if not during animation
to make sure it actually shows on screen during lengthy pauses.
*/
int render_times = 0;
while (render_times < 2) { // double-flip so it reaches screen
render_times++;
......
......@@ -78,7 +78,7 @@ SDL_Surface *make_wallpaper(SDL_Renderer *renderer, Config *config, int width, i
Uint32 rmask, gmask, bmask, amask;
/* SDL interprets each pixel as a 32-bit number, so our masks must depend
on the endianness (byte order) of the machine */
on the endianness (byte order) of the machine */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
......
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