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authorsmatz <smatz@openttd.org>2009-08-14 17:11:59 +0000
committersmatz <smatz@openttd.org>2009-08-14 17:11:59 +0000
commitc5533ae4708d85dcdff8e53515e17ab593f7f361 (patch)
tree8fd6af1f0c5acb1263bb85643a19f5516a6822a5 /src/video/cocoa
parent3108ff7ac667edf872ee96c6331f0f45e5253d98 (diff)
downloadopenttd-c5533ae4708d85dcdff8e53515e17ab593f7f361.tar.xz
(svn r17168) -Codechange: apply coding style to if and while statements
Diffstat (limited to 'src/video/cocoa')
-rw-r--r--src/video/cocoa/wnd_quartz.mm2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video/cocoa/wnd_quartz.mm b/src/video/cocoa/wnd_quartz.mm
index 3ad0c32b9..c3b6d776e 100644
--- a/src/video/cocoa/wnd_quartz.mm
+++ b/src/video/cocoa/wnd_quartz.mm
@@ -592,7 +592,7 @@ void WindowQuartzSubdriver::Draw()
/* Build the region of dirty rectangles */
for (i = 0; i < num_dirty_rects; i++) {
/* We only need to blit in indexed mode since in 32bpp mode the game draws directly to the image. */
- if(buffer_depth == 8) {
+ if (buffer_depth == 8) {
BlitIndexedToView32(
dirty_rects[i].left,
dirty_rects[i].top,