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authorsmatz <smatz@openttd.org>2009-10-04 20:51:50 +0000
committersmatz <smatz@openttd.org>2009-10-04 20:51:50 +0000
commit6c7f8fc8b4974a4546190d5c2e9abcdfa74f9382 (patch)
tree4b8b5d77d47b5e40e078db1d7862680ecdd69b39 /src/video
parentb243f6ca9761d75d3e5e957aa02a29500021b7d3 (diff)
downloadopenttd-6c7f8fc8b4974a4546190d5c2e9abcdfa74f9382.tar.xz
(svn r17701) -Codechange: don't start line with a space if it's not inside comment
Diffstat (limited to 'src/video')
-rw-r--r--src/video/cocoa/cocoa_v.mm10
-rw-r--r--src/video/cocoa/wnd_quartz.mm6
2 files changed, 8 insertions, 8 deletions
diff --git a/src/video/cocoa/cocoa_v.mm b/src/video/cocoa/cocoa_v.mm
index 12630af81..41dd4611b 100644
--- a/src/video/cocoa/cocoa_v.mm
+++ b/src/video/cocoa/cocoa_v.mm
@@ -246,14 +246,14 @@ static CocoaSubdriver *QZ_CreateWindowSubdriver(int width, int height, int bpp)
#ifdef ENABLE_COCOA_QUARTZ
#if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_4
- /*
+ /*
* If we get here we are running 10.4 or earlier and either openttd was compiled without the quickdraw driver
* or it failed to load for some reason. Fall back to Quartz if possible even though that driver is slower.
*/
- if (MacOSVersionIsAtLeast(10, 4, 0)) {
- ret = QZ_CreateWindowQuartzSubdriver(width, height, bpp);
- if (ret != NULL) return ret;
- }
+ if (MacOSVersionIsAtLeast(10, 4, 0)) {
+ ret = QZ_CreateWindowQuartzSubdriver(width, height, bpp);
+ if (ret != NULL) return ret;
+ }
#endif
#endif
diff --git a/src/video/cocoa/wnd_quartz.mm b/src/video/cocoa/wnd_quartz.mm
index 797880a78..95a2e981c 100644
--- a/src/video/cocoa/wnd_quartz.mm
+++ b/src/video/cocoa/wnd_quartz.mm
@@ -351,7 +351,7 @@ static CGColorSpaceRef QZ_GetCorrectColorSpace()
/* Calculate total area we are blitting */
for (n = 0; n < dirtyRectCount; n++) {
blitArea += dirtyRects[n].size.width * dirtyRects[n].size.height;
- }
+ }
/*
* This might be completely stupid, but in my extremely subjective opinion it feels faster
@@ -396,8 +396,8 @@ static CGColorSpaceRef QZ_GetCorrectColorSpace()
clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect);
CGContextDrawImage(viewContext, blitRect, clippedImage);
CGImageRelease(clippedImage);
- }
- }
+ }
+ }
CGImageRelease(fullImage);
}