diff src/video/glsdl/SDL_glsdl.c @ 1662:782fd950bd46 SDL-1.3

Revamp of the video system in progress - adding support for multiple displays, multiple windows, and a full video mode selection API. WARNING: None of the video drivers have been updated for the new API yet! The API is still under design and very fluid. The code is now run through a consistent indent format: indent -i4 -nut -nsc -br -ce The headers are being converted to automatically generate doxygen documentation.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 28 May 2006 13:04:16 +0000
parents e49147870aac
children 4da1ee79c9af
line wrap: on
line diff
--- a/src/video/glsdl/SDL_glsdl.c	Sun May 21 17:27:13 2006 +0000
+++ b/src/video/glsdl/SDL_glsdl.c	Sun May 28 13:04:16 2006 +0000
@@ -45,21 +45,26 @@
 /* Initialization/Query functions */
 
 /* Hardware surface functions */
-static int glSDL_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors);
-static int glSDL_AllocHWSurface(_THIS, SDL_Surface *surface);
-static int glSDL_LockHWSurface(_THIS, SDL_Surface *surface);
-static int glSDL_FlipHWSurface(_THIS, SDL_Surface *surface);
-static void glSDL_UnlockHWSurface(_THIS, SDL_Surface *surface);
-static void glSDL_FreeHWSurface(_THIS, SDL_Surface *surface);
-static int glSDL_FillHWRect(_THIS, SDL_Surface *dst, SDL_Rect *rect, Uint32 color);
-static int glSDL_CheckHWBlit(_THIS, SDL_Surface *src, SDL_Surface *dst);
-static int glSDL_SetHWColorKey(_THIS, SDL_Surface *surface, Uint32 key);
-static int glSDL_SetHWAlpha(_THIS, SDL_Surface *surface, Uint8 alpha);
-static int glSDL_VideoInit(_THIS, SDL_PixelFormat *vformat);
-static SDL_Rect **glSDL_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags);
-static void glSDL_VideoQuit(_THIS);
-static void glSDL_UpdateRects(_THIS, int numrects, SDL_Rect *rects);
-static SDL_Surface* glSDL_SetVideoMode(_THIS, SDL_Surface *current,int width, int height, int bpp, Uint32 flags);
+static int glSDL_SetColors (_THIS, int firstcolor, int ncolors,
+                            SDL_Color * colors);
+static int glSDL_AllocHWSurface (_THIS, SDL_Surface * surface);
+static int glSDL_LockHWSurface (_THIS, SDL_Surface * surface);
+static int glSDL_FlipHWSurface (_THIS, SDL_Surface * surface);
+static void glSDL_UnlockHWSurface (_THIS, SDL_Surface * surface);
+static void glSDL_FreeHWSurface (_THIS, SDL_Surface * surface);
+static int glSDL_FillHWRect (_THIS, SDL_Surface * dst, SDL_Rect * rect,
+                             Uint32 color);
+static int glSDL_CheckHWBlit (_THIS, SDL_Surface * src, SDL_Surface * dst);
+static int glSDL_SetHWColorKey (_THIS, SDL_Surface * surface, Uint32 key);
+static int glSDL_SetHWAlpha (_THIS, SDL_Surface * surface, Uint8 alpha);
+static int glSDL_VideoInit (_THIS, SDL_PixelFormat * vformat);
+static SDL_Rect **glSDL_ListModes (_THIS, SDL_PixelFormat * format,
+                                   Uint32 flags);
+static void glSDL_VideoQuit (_THIS);
+static void glSDL_UpdateRects (_THIS, int numrects, SDL_Rect * rects);
+static SDL_Surface *glSDL_SetVideoMode (_THIS, SDL_Surface * current,
+                                        int width, int height, int bpp,
+                                        Uint32 flags);
 
 #define	IS_GLSDL_SURFACE(s)	((s) && glSDL_GetTexInfo(s))
 
@@ -73,63 +78,57 @@
  * flags, so we don't have SDL calling us back whenever we want to
  * do some internal blitting...
  */
-static void glSDL_SoftBlit(SDL_Surface *src, SDL_Rect *srcrect,
-		SDL_Surface *dst, SDL_Rect *dstrect)
+static void
+glSDL_SoftBlit (SDL_Surface * src, SDL_Rect * srcrect,
+                SDL_Surface * dst, SDL_Rect * dstrect)
 {
-	SDL_BlitInfo info;
+    SDL_BlitInfo info;
 
-	if(srcrect)
-		if(!srcrect->w || !srcrect->h)
-			return;
+    if (srcrect)
+        if (!srcrect->w || !srcrect->h)
+            return;
 
-	/* Check to make sure the blit mapping is valid */
-	if ( (src->map->dst != dst) ||
-			(src->map->dst->format_version !=
-			 src->map->format_version) )
-		if ( SDL_MapSurface(src, dst) < 0 )
-			return;
+    /* Check to make sure the blit mapping is valid */
+    if ((src->map->dst != dst) ||
+        (src->map->dst->format_version != src->map->format_version))
+        if (SDL_MapSurface (src, dst) < 0)
+            return;
 
-	/* Set up the blit information */
-	if(srcrect)
-	{
-		info.s_pixels = (Uint8 *) src->pixels +
-			(Uint16) srcrect->y * src->pitch +
-			(Uint16) srcrect->x * src->format->BytesPerPixel;
-		info.s_width = srcrect->w;
-		info.s_height = srcrect->h;
-	}
-	else
-	{
-		info.s_pixels = (Uint8 *) src->pixels;
-		info.s_width = src->w;
-		info.s_height = src->h;
-	}
-	info.s_skip = src->pitch - info.s_width * src->format->BytesPerPixel;
-	if(dstrect)
-	{
-		info.d_pixels = (Uint8 *) dst->pixels +
-			(Uint16) dstrect->y * dst->pitch +
-			(Uint16) dstrect->x * dst->format->BytesPerPixel;
-		/*
-		 * NOTE: SDL_SoftBlit() uses the 'dstrect' for this!
-		 *       This version is more like SDL_BlitSurface().
-		 */
-		info.d_width = srcrect->w;
-		info.d_height = srcrect->h;
-	}
-	else
-	{
-		info.d_pixels = (Uint8 *) dst->pixels;
-		info.d_width = dst->w;
-		info.d_height = dst->h;
-	}
-	info.d_skip = dst->pitch - info.d_width * dst->format->BytesPerPixel;
-	info.aux_data = src->map->sw_data->aux_data;
-	info.src = src->format;
-	info.table = src->map->table;
-	info.dst = dst->format;
+    /* Set up the blit information */
+    if (srcrect) {
+        info.s_pixels = (Uint8 *) src->pixels +
+            (Uint16) srcrect->y * src->pitch +
+            (Uint16) srcrect->x * src->format->BytesPerPixel;
+        info.s_width = srcrect->w;
+        info.s_height = srcrect->h;
+    } else {
+        info.s_pixels = (Uint8 *) src->pixels;
+        info.s_width = src->w;
+        info.s_height = src->h;
+    }
+    info.s_skip = src->pitch - info.s_width * src->format->BytesPerPixel;
+    if (dstrect) {
+        info.d_pixels = (Uint8 *) dst->pixels +
+            (Uint16) dstrect->y * dst->pitch +
+            (Uint16) dstrect->x * dst->format->BytesPerPixel;
+        /*
+         * NOTE: SDL_SoftBlit() uses the 'dstrect' for this!
+         *       This version is more like SDL_BlitSurface().
+         */
+        info.d_width = srcrect->w;
+        info.d_height = srcrect->h;
+    } else {
+        info.d_pixels = (Uint8 *) dst->pixels;
+        info.d_width = dst->w;
+        info.d_height = dst->h;
+    }
+    info.d_skip = dst->pitch - info.d_width * dst->format->BytesPerPixel;
+    info.aux_data = src->map->sw_data->aux_data;
+    info.src = src->format;
+    info.table = src->map->table;
+    info.dst = dst->format;
 
-	src->map->sw_data->blit(&info);
+    src->map->sw_data->blit (&info);
 }
 
 
@@ -138,82 +137,83 @@
  * with flags and stuff. It just converts the surface, period.
  * Does not convert into palletized formats.
  */
-static SDL_Surface *glSDL_ConvertSurface (SDL_Surface *surface,
-		SDL_PixelFormat *format, Uint32 flags)
+static SDL_Surface *
+glSDL_ConvertSurface (SDL_Surface * surface,
+                      SDL_PixelFormat * format, Uint32 flags)
 {
-	SDL_Surface *convert;
-	Uint32 colorkey = 0;
-	Uint8 alpha = 0;
-	Uint32 surface_flags;
-	SDL_Rect bounds;
+    SDL_Surface *convert;
+    Uint32 colorkey = 0;
+    Uint8 alpha = 0;
+    Uint32 surface_flags;
+    SDL_Rect bounds;
 
-	/* Create a new surface with the desired format */
-	convert = SDL_CreateRGBSurface(flags,
-			surface->w, surface->h, format->BitsPerPixel,
-			format->Rmask, format->Gmask, format->Bmask, format->Amask);
-	if ( convert == NULL ) {
-		return(NULL);
-	}
+    /* Create a new surface with the desired format */
+    convert = SDL_CreateRGBSurface (flags,
+                                    surface->w, surface->h,
+                                    format->BitsPerPixel, format->Rmask,
+                                    format->Gmask, format->Bmask,
+                                    format->Amask);
+    if (convert == NULL) {
+        return (NULL);
+    }
 
-	/* Save the original surface color key and alpha */
-	surface_flags = surface->flags;
-	if ( (surface_flags & SDL_SRCCOLORKEY) == SDL_SRCCOLORKEY ) {
-		/* Convert colourkeyed surfaces to RGBA if requested */
-		if((flags & SDL_SRCCOLORKEY) != SDL_SRCCOLORKEY
-				&& format->Amask) {
-			surface_flags &= ~SDL_SRCCOLORKEY;
-		} else {
-			colorkey = surface->format->colorkey;
-			SDL_SetColorKey(surface, 0, 0);
-		}
-	}
-	if ( (surface_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
-		/* Copy over the alpha channel to RGBA if requested */
-		if ( format->Amask ) {
-			surface->flags &= ~SDL_SRCALPHA;
-		} else {
-			alpha = surface->format->alpha;
-			SDL_SetAlpha(surface, 0, 0);
-		}
-	}
+    /* Save the original surface color key and alpha */
+    surface_flags = surface->flags;
+    if ((surface_flags & SDL_SRCCOLORKEY) == SDL_SRCCOLORKEY) {
+        /* Convert colourkeyed surfaces to RGBA if requested */
+        if ((flags & SDL_SRCCOLORKEY) != SDL_SRCCOLORKEY && format->Amask) {
+            surface_flags &= ~SDL_SRCCOLORKEY;
+        } else {
+            colorkey = surface->format->colorkey;
+            SDL_SetColorKey (surface, 0, 0);
+        }
+    }
+    if ((surface_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
+        /* Copy over the alpha channel to RGBA if requested */
+        if (format->Amask) {
+            surface->flags &= ~SDL_SRCALPHA;
+        } else {
+            alpha = surface->format->alpha;
+            SDL_SetAlpha (surface, 0, 0);
+        }
+    }
 
-	/* Copy over the image data */
-	bounds.x = 0;
-	bounds.y = 0;
-	bounds.w = surface->w;
-	bounds.h = surface->h;
-	glSDL_SoftBlit(surface, &bounds, convert, &bounds);
+    /* Copy over the image data */
+    bounds.x = 0;
+    bounds.y = 0;
+    bounds.w = surface->w;
+    bounds.h = surface->h;
+    glSDL_SoftBlit (surface, &bounds, convert, &bounds);
 
-	/* Clean up the original surface, and update converted surface */
-	if ( convert != NULL ) {
-		SDL_SetClipRect(convert, &surface->clip_rect);
-	}
-	if ( (surface_flags & SDL_SRCCOLORKEY) == SDL_SRCCOLORKEY ) {
-		Uint32 cflags = surface_flags&(SDL_SRCCOLORKEY|SDL_RLEACCELOK);
-		if ( convert != NULL ) {
-			Uint8 keyR, keyG, keyB;
+    /* Clean up the original surface, and update converted surface */
+    if (convert != NULL) {
+        SDL_SetClipRect (convert, &surface->clip_rect);
+    }
+    if ((surface_flags & SDL_SRCCOLORKEY) == SDL_SRCCOLORKEY) {
+        Uint32 cflags = surface_flags & (SDL_SRCCOLORKEY | SDL_RLEACCELOK);
+        if (convert != NULL) {
+            Uint8 keyR, keyG, keyB;
 
-			SDL_GetRGB(colorkey,surface->format,&keyR,&keyG,&keyB);
-			SDL_SetColorKey(convert, cflags|(flags&SDL_RLEACCELOK),
-					SDL_MapRGB(convert->format, keyR, keyG, keyB));
-		}
-		SDL_SetColorKey(surface, cflags, colorkey);
-	}
-	if ( (surface_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
-		Uint32 aflags = surface_flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
-		if ( convert != NULL ) {
-			SDL_SetAlpha(convert, aflags|(flags&SDL_RLEACCELOK),
-					alpha);
-		}
-		if ( format->Amask ) {
-			surface->flags |= SDL_SRCALPHA;
-		} else {
-			SDL_SetAlpha(surface, aflags, alpha);
-		}
-	}
+            SDL_GetRGB (colorkey, surface->format, &keyR, &keyG, &keyB);
+            SDL_SetColorKey (convert, cflags | (flags & SDL_RLEACCELOK),
+                             SDL_MapRGB (convert->format, keyR, keyG, keyB));
+        }
+        SDL_SetColorKey (surface, cflags, colorkey);
+    }
+    if ((surface_flags & SDL_SRCALPHA) == SDL_SRCALPHA) {
+        Uint32 aflags = surface_flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
+        if (convert != NULL) {
+            SDL_SetAlpha (convert, aflags | (flags & SDL_RLEACCELOK), alpha);
+        }
+        if (format->Amask) {
+            surface->flags |= SDL_SRCALPHA;
+        } else {
+            SDL_SetAlpha (surface, aflags, alpha);
+        }
+    }
 
-	/* We're ready to go! */
-	return(convert);
+    /* We're ready to go! */
+    return (convert);
 }
 
 
@@ -223,63 +223,68 @@
 
 static struct
 {
-	int	do_blend;
-	int	do_texture;
-	GLuint	texture;
-	GLenum	sfactor, dfactor;
+    int do_blend;
+    int do_texture;
+    GLuint texture;
+    GLenum sfactor, dfactor;
 } glstate;
 
-static void glSDL_reset(void)
+static void
+glSDL_reset (void)
 {
-	glstate.do_blend = -1;
-	glstate.do_blend = -1;
-	glstate.texture = GLSDL_NOTEX;
-	glstate.sfactor = 0xffffffff;
-	glstate.dfactor = 0xffffffff;
+    glstate.do_blend = -1;
+    glstate.do_blend = -1;
+    glstate.texture = GLSDL_NOTEX;
+    glstate.sfactor = 0xffffffff;
+    glstate.dfactor = 0xffffffff;
 }
 
-static __inline__ void glSDL_do_blend(_THIS, int on)
+static __inline__ void
+glSDL_do_blend (_THIS, int on)
 {
-	if(glstate.do_blend == on)
-		return;
+    if (glstate.do_blend == on)
+        return;
 
-	if(on)
-		this->glEnable(GL_BLEND);
-	else
-		this->glDisable(GL_BLEND);
-	glstate.do_blend = on;
+    if (on)
+        this->glEnable (GL_BLEND);
+    else
+        this->glDisable (GL_BLEND);
+    glstate.do_blend = on;
 }
 
-static __inline__ void glSDL_do_texture(_THIS, int on)
+static __inline__ void
+glSDL_do_texture (_THIS, int on)
 {
-	if(glstate.do_texture == on)
-		return;
+    if (glstate.do_texture == on)
+        return;
 
-	if(on)
-		this->glEnable(GL_TEXTURE_2D);
-	else
-		this->glDisable(GL_TEXTURE_2D);
-	glstate.do_texture = on;
+    if (on)
+        this->glEnable (GL_TEXTURE_2D);
+    else
+        this->glDisable (GL_TEXTURE_2D);
+    glstate.do_texture = on;
 }
 
-static __inline__ void glSDL_blendfunc(_THIS, GLenum sfactor, GLenum dfactor)
+static __inline__ void
+glSDL_blendfunc (_THIS, GLenum sfactor, GLenum dfactor)
 {
-	if((sfactor == glstate.sfactor) && (dfactor == glstate.dfactor))
-		return;
+    if ((sfactor == glstate.sfactor) && (dfactor == glstate.dfactor))
+        return;
 
-	this->glBlendFunc(sfactor, dfactor);
+    this->glBlendFunc (sfactor, dfactor);
 
-	glstate.sfactor = sfactor;
-	glstate.dfactor = dfactor;
+    glstate.sfactor = sfactor;
+    glstate.dfactor = dfactor;
 }
 
-static __inline__ void glSDL_texture(_THIS, GLuint tx)
+static __inline__ void
+glSDL_texture (_THIS, GLuint tx)
 {
-	if(tx == glstate.texture)
-		return;
+    if (tx == glstate.texture)
+        return;
 
-	this->glBindTexture(GL_TEXTURE_2D, tx);
-	glstate.texture = tx;
+    this->glBindTexture (GL_TEXTURE_2D, tx);
+    glstate.texture = tx;
 }
 
 
@@ -291,46 +296,46 @@
 
 typedef enum
 {
-	GLSDL_TM_SINGLE,
-	GLSDL_TM_HORIZONTAL,
-	GLSDL_TM_VERTICAL,
-	GLSDL_TM_HUGE
+    GLSDL_TM_SINGLE,
+    GLSDL_TM_HORIZONTAL,
+    GLSDL_TM_VERTICAL,
+    GLSDL_TM_HUGE
 } GLSDL_TileModes;
 
 
 typedef struct private_hwdata
 {
-	/* Size of surface in logic screen pixels */
-	int		lw, lh;
+    /* Size of surface in logic screen pixels */
+    int lw, lh;
 
-	int		textures;
-	GLuint		*texture;
-	int		texsize;	/* width/height of OpenGL texture */
-	GLSDL_TileModes	tilemode;
-	int		tilew, tileh;	/* At least one must equal texsize! */
-	int		tilespertex;
-	SDL_Rect	virt;		/* Total size of assembled surface */
+    int textures;
+    GLuint *texture;
+    int texsize;                /* width/height of OpenGL texture */
+    GLSDL_TileModes tilemode;
+    int tilew, tileh;           /* At least one must equal texsize! */
+    int tilespertex;
+    SDL_Rect virt;              /* Total size of assembled surface */
 
-	/* Area of surface to upload when/after unlocking */
-	SDL_Rect	invalid_area;
+    /* Area of surface to upload when/after unlocking */
+    SDL_Rect invalid_area;
 
-	int		temporary;	/* Throw away after one use. */
+    int temporary;              /* Throw away after one use. */
 
-	SDL_Surface*	next;		/* The next Surface in our linked list of hardware surfaces ; == NULL if first surface */
-	SDL_Surface*	prev;		/* The prev Surface in our linked list of hardware surfaces ; == NULL if last surface */
+    SDL_Surface *next;          /* The next Surface in our linked list of hardware surfaces ; == NULL if first surface */
+    SDL_Surface *prev;          /* The prev Surface in our linked list of hardware surfaces ; == NULL if last surface */
 } private_hwdata;
 
 /* some function prototypes */
-static void glSDL_Invalidate(SDL_Surface *surface, SDL_Rect *area);
-static void glSDL_SetLogicSize(_THIS, SDL_Surface *surface, int w, int h);
-static private_hwdata *glSDL_UploadSurface(_THIS, SDL_Surface *surface);
-static private_hwdata *glSDL_GetTexInfo(SDL_Surface *surface);
-static void glSDL_init_formats(_THIS);
-static private_hwdata *glSDL_AddTexInfo(_THIS, SDL_Surface *surface);
-static void glSDL_RemoveTexInfo(_THIS, SDL_Surface *surface);
-static void glSDL_UnloadTexture(_THIS, private_hwdata *txi);
-static int glSDL_BlitGL(_THIS, SDL_Surface *src,
-		SDL_Rect *srcrect, SDL_Rect *dstrect);
+static void glSDL_Invalidate (SDL_Surface * surface, SDL_Rect * area);
+static void glSDL_SetLogicSize (_THIS, SDL_Surface * surface, int w, int h);
+static private_hwdata *glSDL_UploadSurface (_THIS, SDL_Surface * surface);
+static private_hwdata *glSDL_GetTexInfo (SDL_Surface * surface);
+static void glSDL_init_formats (_THIS);
+static private_hwdata *glSDL_AddTexInfo (_THIS, SDL_Surface * surface);
+static void glSDL_RemoveTexInfo (_THIS, SDL_Surface * surface);
+static void glSDL_UnloadTexture (_THIS, private_hwdata * txi);
+static int glSDL_BlitGL (_THIS, SDL_Surface * src,
+                         SDL_Rect * srcrect, SDL_Rect * dstrect);
 
 /* some variables */
 static GLint maxtexsize = -1;
@@ -338,20 +343,22 @@
 static SDL_PixelFormat *RGBAfmt = NULL;
 static void *mirrorbuf = NULL;
 /* the raw 888 opengl surface, hidden from the application */
-SDL_Surface* OpenGL_Surface;
+SDL_Surface *OpenGL_Surface;
 
 /* pointer to the beggining of the list used for memory allocation */
-SDL_Surface* first = NULL;
+SDL_Surface *first = NULL;
 
 #ifdef DEBUG_GLSDL
-static __inline__ int GLERET(const char *txt)
+static __inline__ int
+GLERET (const char *txt)
 {
-	fprintf(stderr, "glSDL ERROR: '%s'\n", txt);
-	return -1;
+    fprintf (stderr, "glSDL ERROR: '%s'\n", txt);
+    return -1;
 }
-static __inline__ void GLERR(const char *txt)
+static __inline__ void
+GLERR (const char *txt)
 {
-	fprintf(stderr, "glSDL ERROR: '%s'\n", txt);
+    fprintf (stderr, "glSDL ERROR: '%s'\n", txt);
 }
 #else
 #define	GLERET(x)	(-1)
@@ -368,337 +375,328 @@
  */
 static VideoBootStrap *opengl_bootstrap =
 #if SDL_VIDEO_DRIVER_QUARTZ
-	&QZ_bootstrap;
+    &QZ_bootstrap;
 #elif SDL_VIDEO_DRIVER_X11
-	&X11_bootstrap;
+    &X11_bootstrap;
 #elif SDL_VIDEO_DRIVER_WINDIB
-	&WINDIB_bootstrap;
+    &WINDIB_bootstrap;
 #elif SDL_VIDEO_DRIVER_BWINDOW
-	&BWINDOW_bootstrap;
+    &BWINDOW_bootstrap;
 #elif SDL_VIDEO_DRIVER_TOOLBOX
-	&TOOLBOX_bootstrap;
+    &TOOLBOX_bootstrap;
 #elif SDL_VIDEO_DRIVER_CYBERGRAPHICS
-	&CGX_bootstrap;
+    &CGX_bootstrap;
 #elif SDL_VIDEO_DRIVER_PHOTON
-	&ph_bootstrap;
+    &ph_bootstrap;
 #elif SDL_VIDEO_DRIVER_DC
-	&DC_bootstrap;
+    &DC_bootstrap;
 #else
-	NULL;
+    NULL;
 #endif
 
-static int glSDL_Available(void)
+static int
+glSDL_Available (void)
 {
 #ifdef DEBUG_GLSDL
-	fprintf(stderr,"available\n");
+    fprintf (stderr, "available\n");
 #endif
-	if (opengl_bootstrap==NULL)
-		return 0;
-	return (opengl_bootstrap->available());
+    if (opengl_bootstrap == NULL)
+        return 0;
+    return (opengl_bootstrap->available ());
 }
 
-static void glSDL_DeleteDevice(SDL_VideoDevice *device)
+static void
+glSDL_DeleteDevice (SDL_VideoDevice * device)
 {
-	SDL_free(device->hidden);
-	SDL_free(device);
+    SDL_free (device->hidden);
+    SDL_free (device);
 }
 
 /* Create a glSDL device */
-static SDL_VideoDevice* glSDL_CreateDevice(int devindex)
+static SDL_VideoDevice *
+glSDL_CreateDevice (int devindex)
 {
-	SDL_VideoDevice *device;
+    SDL_VideoDevice *device;
 #ifdef DEBUG_GLSDL
-	fprintf(stderr,"entering createdevice\n");
+    fprintf (stderr, "entering createdevice\n");
 #endif
 
-	/* Create the device with the underlying driver */
-	device = opengl_bootstrap->create(devindex);
+    /* Create the device with the underlying driver */
+    device = opengl_bootstrap->create (devindex);
 
-	/* Save the video device contents for future use */
-	SDL_memcpy(&underlying_device,device,sizeof(SDL_VideoDevice));
+    /* Save the video device contents for future use */
+    SDL_memcpy (&underlying_device, device, sizeof (SDL_VideoDevice));
 
-	/* Hook glSDL on the video device */
-	device->VideoInit = glSDL_VideoInit;
-	device->ListModes = glSDL_ListModes;
-	device->VideoQuit = glSDL_VideoQuit;
-	device->UpdateRects = glSDL_UpdateRects;
-	device->FillHWRect = glSDL_FillHWRect;
-	device->SetHWColorKey = glSDL_SetHWColorKey;
-	device->SetHWAlpha = glSDL_SetHWAlpha;
-	device->AllocHWSurface = glSDL_AllocHWSurface;
-	device->LockHWSurface = glSDL_LockHWSurface;
-	device->UnlockHWSurface = glSDL_UnlockHWSurface;
-	device->FlipHWSurface = glSDL_FlipHWSurface;
-	device->FreeHWSurface = glSDL_FreeHWSurface;
-	device->CheckHWBlit = glSDL_CheckHWBlit;
-	device->SetColors = glSDL_SetColors;
-	device->SetVideoMode = glSDL_SetVideoMode;
-	device->info.hw_available=1;
-	device->info.blit_hw=1;
-	device->info.blit_hw_CC=1;
-	device->info.blit_hw_A=1;
-	device->info.blit_sw=1;
-	device->info.blit_sw_CC=1;
-	device->info.blit_sw_A=1;
-	device->info.blit_fill=1;
+    /* Hook glSDL on the video device */
+    device->VideoInit = glSDL_VideoInit;
+    device->ListModes = glSDL_ListModes;
+    device->VideoQuit = glSDL_VideoQuit;
+    device->UpdateRects = glSDL_UpdateRects;
+    device->FillHWRect = glSDL_FillHWRect;
+    device->SetHWColorKey = glSDL_SetHWColorKey;
+    device->SetHWAlpha = glSDL_SetHWAlpha;
+    device->AllocHWSurface = glSDL_AllocHWSurface;
+    device->LockHWSurface = glSDL_LockHWSurface;
+    device->UnlockHWSurface = glSDL_UnlockHWSurface;
+    device->FlipHWSurface = glSDL_FlipHWSurface;
+    device->FreeHWSurface = glSDL_FreeHWSurface;
+    device->CheckHWBlit = glSDL_CheckHWBlit;
+    device->SetColors = glSDL_SetColors;
+    device->SetVideoMode = glSDL_SetVideoMode;
+    device->info.hw_available = 1;
+    device->info.blit_hw = 1;
+    device->info.blit_hw_CC = 1;
+    device->info.blit_hw_A = 1;
+    device->info.blit_sw = 1;
+    device->info.blit_sw_CC = 1;
+    device->info.blit_sw_A = 1;
+    device->info.blit_fill = 1;
 
-	/* These functions are not supported by glSDL, so we NULLify them */
-	device->SetGamma = NULL;
-	device->GetGamma = NULL;
-	device->SetGammaRamp = NULL;
-	device->GetGammaRamp = NULL;
-	device->ToggleFullScreen = NULL;
+    /* These functions are not supported by glSDL, so we NULLify them */
+    device->SetGamma = NULL;
+    device->GetGamma = NULL;
+    device->SetGammaRamp = NULL;
+    device->GetGammaRamp = NULL;
+    device->ToggleFullScreen = NULL;
 
-	device->free = glSDL_DeleteDevice;
+    device->free = glSDL_DeleteDevice;
 
 #ifdef DEBUG_GLSDL
-	fprintf(stderr,"leaving createdevice\n");
+    fprintf (stderr, "leaving createdevice\n");
 #endif
 
-	return device;
+    return device;
 }
 
 /* Our bootstraping structure */
 VideoBootStrap glSDL_bootstrap = {
-	"glSDL", "glSDL - SDL over OpenGL",
-	glSDL_Available, glSDL_CreateDevice
+    "glSDL", "glSDL - SDL over OpenGL",
+    glSDL_Available, glSDL_CreateDevice
 };
 
-static int glSDL_VideoInit(_THIS, SDL_PixelFormat *vformat)
+static int
+glSDL_VideoInit (_THIS, SDL_PixelFormat * vformat)
 {
-	int r;
-	printf("glSDL videoinit\n");
+    int r;
+    printf ("glSDL videoinit\n");
 #ifdef DEBUG_GLSDL
-	fprintf(stderr,"videoinit\n");
+    fprintf (stderr, "videoinit\n");
 #endif
-	r=underlying_device.VideoInit(this,vformat);
-	this->info.hw_available=1;
-	this->info.blit_hw=1;
-	this->info.blit_hw_CC=1;
-	this->info.blit_hw_A=1;
-	this->info.blit_sw=1;
-	this->info.blit_sw_CC=1;
-	this->info.blit_sw_A=1;
-	this->info.blit_fill=1;
+    r = underlying_device.VideoInit (this, vformat);
+    this->info.hw_available = 1;
+    this->info.blit_hw = 1;
+    this->info.blit_hw_CC = 1;
+    this->info.blit_hw_A = 1;
+    this->info.blit_sw = 1;
+    this->info.blit_sw_CC = 1;
+    this->info.blit_sw_A = 1;
+    this->info.blit_fill = 1;
 
-	return r;
+    return r;
 }
 
-SDL_Rect **glSDL_ListModes(_THIS, SDL_PixelFormat *format, Uint32 flags)
+SDL_Rect **
+glSDL_ListModes (_THIS, SDL_PixelFormat * format, Uint32 flags)
 {
-	return((SDL_Rect **)-1);
+    return ((SDL_Rect **) - 1);
 }
 
-static void glSDL_VideoQuit(_THIS)
+static void
+glSDL_VideoQuit (_THIS)
 {
-	SDL_Surface* scr;
-	
-	/* free all hwdata structures */
-	while(first!=NULL)
-		glSDL_RemoveTexInfo(this, first);
+    SDL_Surface *scr;
+
+    /* free all hwdata structures */
+    while (first != NULL)
+        glSDL_RemoveTexInfo (this, first);
 
-	SDL_free(mirrorbuf);
-	mirrorbuf = NULL;
+    SDL_free (mirrorbuf);
+    mirrorbuf = NULL;
 
-	SDL_FreeFormat(RGBfmt);
-	SDL_FreeFormat(RGBAfmt);
-	RGBfmt = RGBAfmt = NULL;
+    SDL_FreeFormat (RGBfmt);
+    SDL_FreeFormat (RGBAfmt);
+    RGBfmt = RGBAfmt = NULL;
 
-	SDL_FreeFormat(this->displayformatalphapixel);
-	this->displayformatalphapixel = NULL;
+    SDL_FreeFormat (this->displayformatalphapixel);
+    this->displayformatalphapixel = NULL;
 
-	SDL_FreeSurface(OpenGL_Surface);
-	OpenGL_Surface = NULL;
+    SDL_FreeSurface (OpenGL_Surface);
+    OpenGL_Surface = NULL;
+
+    /* restore the flags to gracefully exit from fullscreen */
+    this->screen->flags = old_screen_flags;
 
-	/* restore the flags to gracefully exit from fullscreen */
-	this->screen->flags = old_screen_flags;
-	
-	/* keep the screen */
-	scr=this->screen;
-	
-	/* we cleaned up our stuff, now restore the underlying video driver */
-	SDL_memcpy(this,&underlying_device,sizeof(SDL_VideoDevice));
+    /* keep the screen */
+    scr = this->screen;
 
-	this->screen=scr;
+    /* we cleaned up our stuff, now restore the underlying video driver */
+    SDL_memcpy (this, &underlying_device, sizeof (SDL_VideoDevice));
 
-	/* call the underlying video driver's VideoQuit function */
-	this->VideoQuit(this);
+    this->screen = scr;
+
+    /* call the underlying video driver's VideoQuit function */
+    this->VideoQuit (this);
 }
 
-static SDL_Surface* glSDL_SetVideoMode(_THIS, SDL_Surface *current,int width, int height, int bpp, Uint32 flags)
+static SDL_Surface *
+glSDL_SetVideoMode (_THIS, SDL_Surface * current, int width, int height,
+                    int bpp, Uint32 flags)
 {
-	SDL_Surface* hooked_screen;
-	int i;
-	int flag_doublebuf=0;
+    SDL_Surface *hooked_screen;
+    int i;
+    int flag_doublebuf = 0;
 
-	if (opengl_bootstrap==NULL)
-	{
-		GLERR("No bootstrap for glSDL compiled in !\n");
-		return NULL;
-	}
-	
-	/* we don't have OpenGL */
-	if ((flags&SDL_INTERNALOPENGL)==SDL_INTERNALOPENGL)
-	{
-		GLERR("OpenGL video modes are not supported by glSDL !\n");
-		return(NULL);
-	}
+    if (opengl_bootstrap == NULL) {
+        GLERR ("No bootstrap for glSDL compiled in !\n");
+        return NULL;
+    }
+
+    /* we don't have OpenGL */
+    if ((flags & SDL_INTERNALOPENGL) == SDL_INTERNALOPENGL) {
+        GLERR ("OpenGL video modes are not supported by glSDL !\n");
+        return (NULL);
+    }
 
-	/* 
-	 * Adjust the flags
-	 */
-	flags &= ~SDL_HWPALETTE;
-	flags |= SDL_INTERNALOPENGL;
+    /* 
+     * Adjust the flags
+     */
+    flags &= ~SDL_HWPALETTE;
+    flags |= SDL_INTERNALOPENGL;
 
-	/* remember whether the user requested DOUBLEBUF */
+    /* remember whether the user requested DOUBLEBUF */
 
-	if (flags&SDL_DOUBLEBUF)
-	{
-		SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
-		flag_doublebuf=1;
-	}
-	else
-	{
-		SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,0);
-		flag_doublebuf=0;
-	}
-	
-	hooked_screen = underlying_device.SetVideoMode(this,current,width,height,0,flags);
+    if (flags & SDL_DOUBLEBUF) {
+        SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 1);
+        flag_doublebuf = 1;
+    } else {
+        SDL_GL_SetAttribute (SDL_GL_DOUBLEBUFFER, 0);
+        flag_doublebuf = 0;
+    }
 
-	if (!hooked_screen)
-	{
-		GLERR("Unable to open an OpenGL window !\n");
-		return(NULL);
-	}
-	
-	/* save the screen flags for restore time */
-	old_screen_flags = hooked_screen->flags;
+    hooked_screen =
+        underlying_device.SetVideoMode (this, current, width, height, 0,
+                                        flags);
+
+    if (!hooked_screen) {
+        GLERR ("Unable to open an OpenGL window !\n");
+        return (NULL);
+    }
+
+    /* save the screen flags for restore time */
+    old_screen_flags = hooked_screen->flags;
 
 #ifdef DEBUG_GLSDL
-	fprintf(stderr,"got %d bpp\n",bpp);
+    fprintf (stderr, "got %d bpp\n", bpp);
 #endif
 
-	/* setup the public surface format
-	 * glSDL always returns the bpp its asked
-	 */
-	switch(bpp)
-	{
-		case 32:
-			this->is_32bit = 1;
-			this->screen = SDL_CreateRGBSurface(flags, width, height, bpp, 
+    /* setup the public surface format
+     * glSDL always returns the bpp its asked
+     */
+    switch (bpp) {
+    case 32:
+        this->is_32bit = 1;
+        this->screen = SDL_CreateRGBSurface (flags, width, height, bpp,
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
-					0x00FF0000,
-					0x0000FF00,
-					0x000000FF,
-					0x00000000
+                                             0x00FF0000,
+                                             0x0000FF00,
+                                             0x000000FF, 0x00000000
 #else
-					0x0000FF00,
-					0x00FF0000,
-					0xFF000000,
-					0x00000000
+                                             0x0000FF00,
+                                             0x00FF0000,
+                                             0xFF000000, 0x00000000
 #endif
-					);
-			break;
-		case 24:
-			this->is_32bit = 0;
-			this->screen = SDL_CreateRGBSurface(flags, width, height, bpp, 
+            );
+        break;
+    case 24:
+        this->is_32bit = 0;
+        this->screen = SDL_CreateRGBSurface (flags, width, height, bpp,
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
-					0x00FF0000,
-					0x0000FF00,
-					0x000000FF,
-					0x00000000
+                                             0x00FF0000,
+                                             0x0000FF00,
+                                             0x000000FF, 0x00000000
 #else
-					0x0000FF00,
-					0x00FF0000,
-					0xFF000000,
-					0x00000000
+                                             0x0000FF00,
+                                             0x00FF0000,
+                                             0xFF000000, 0x00000000
 #endif
-					); 
-			break;
-		case 16:
-			this->is_32bit = 0;
-			this->screen = SDL_CreateRGBSurface(flags, width, height, bpp, 
+            );
+        break;
+    case 16:
+        this->is_32bit = 0;
+        this->screen = SDL_CreateRGBSurface (flags, width, height, bpp,
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
-					0x0000F800,
-					0x000007E0,
-					0x0000001F,
-					0x00000000
+                                             0x0000F800,
+                                             0x000007E0,
+                                             0x0000001F, 0x00000000
 #else
-					0x0000001F,
-					0x000007E0,
-					0x0000F800,
-					0x00000000
+                                             0x0000001F,
+                                             0x000007E0,
+                                             0x0000F800, 0x00000000
 #endif
-					); 
-			break;
-		case 15:
-			this->is_32bit = 0;
-			this->screen = SDL_CreateRGBSurface(flags, width, height, bpp, 
+            );
+        break;
+    case 15:
+        this->is_32bit = 0;
+        this->screen = SDL_CreateRGBSurface (flags, width, height, bpp,
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
-					0x00007C00,
-					0x000003E0,
-					0x0000001F,
-					0x00000000
+                                             0x00007C00,
+                                             0x000003E0,
+                                             0x0000001F, 0x00000000
 #else
-					0x0000001F,
-					0x000003E0,
-					0x00007C00,
-					0x00000000
+                                             0x0000001F,
+                                             0x000003E0,
+                                             0x00007C00, 0x00000000
 #endif
-					); 
-			break;
-		case 8:
-		default:
-			this->is_32bit = 0;
-			this->screen = SDL_CreateRGBSurface(flags, width, height, bpp, 0, 0, 0, 0); 
-			/* give it a default palette if 8 bpp
-			 * note : SDL already takes care of the palette for 4 bits & 1 bit surfaces 
-			 */
+            );
+        break;
+    case 8:
+    default:
+        this->is_32bit = 0;
+        this->screen =
+            SDL_CreateRGBSurface (flags, width, height, bpp, 0, 0, 0, 0);
+        /* give it a default palette if 8 bpp
+         * note : SDL already takes care of the palette for 4 bits & 1 bit surfaces 
+         */
 /*			if (bpp==8)
 			{
 				this->screen->format->palette->ncolors=255;
 				SDL_DitherColors(this->screen->format->palette->colors,bpp);
 			}*/
-			break;
-	}
+        break;
+    }
 
-	/* also, we add SDL_HWSURFACE all the time, and let SDL create a shadow surface accordingly */
-	this->screen->flags = hooked_screen->flags | SDL_HWSURFACE | SDL_INTERNALOPENGL;
-	/* add SDL_DOUBLEBUF if it was requested */
-	if (flag_doublebuf)
-		this->screen->flags|=SDL_DOUBLEBUF;
+    /* also, we add SDL_HWSURFACE all the time, and let SDL create a shadow surface accordingly */
+    this->screen->flags =
+        hooked_screen->flags | SDL_HWSURFACE | SDL_INTERNALOPENGL;
+    /* add SDL_DOUBLEBUF if it was requested */
+    if (flag_doublebuf)
+        this->screen->flags |= SDL_DOUBLEBUF;
 
-	/* Tell SDL the alpha pixel format we'd like to have */
-	this->displayformatalphapixel = SDL_AllocFormat(32,
+    /* Tell SDL the alpha pixel format we'd like to have */
+    this->displayformatalphapixel = SDL_AllocFormat (32,
 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
-			0xFF000000,
-			0x00FF0000,
-			0x0000FF00,
-			0x000000FF
+                                                     0xFF000000,
+                                                     0x00FF0000,
+                                                     0x0000FF00, 0x000000FF
 #else
-			0x000000FF,
-			0x0000FF00,
-			0x00FF0000,
-			0xFF000000
+                                                     0x000000FF,
+                                                     0x0000FF00,
+                                                     0x00FF0000, 0xFF000000
 #endif
-			);
+        );
 
-	/* Now create the raw OpenGL surface */
-	OpenGL_Surface = SDL_CreateRGBSurface(flags, width, height, 24, 
+    /* Now create the raw OpenGL surface */
+    OpenGL_Surface = SDL_CreateRGBSurface (flags, width, height, 24,
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
-			0x000000FF,
-			0x0000FF00,
-			0x00FF0000,
-			0x00000000
+                                           0x000000FF,
+                                           0x0000FF00, 0x00FF0000, 0x00000000
 #else
-			0xFF000000,
-			0x00FF0000,
-			0x0000FF00,
-			0x00000000
+                                           0xFF000000,
+                                           0x00FF0000, 0x0000FF00, 0x00000000
 #endif
-			);
+        );
 
-	/* Here we have to setup OpenGL funcs ourselves */
+    /* Here we have to setup OpenGL funcs ourselves */
 #ifndef __QNXNTO__
 #define SDL_PROC(ret,func,params) \
 	do { \
@@ -712,10 +710,10 @@
 #define SDL_PROC(ret,func,params) this->func=func;
 #endif /* __QNXNTO__ */
 #include "../SDL_glfuncs.h"
-#undef SDL_PROC	
+#undef SDL_PROC
 
-	if ( this->GL_MakeCurrent(this) < 0 )
-		return(NULL);
+    if (this->GL_MakeCurrent (this) < 0)
+        return (NULL);
 #define SDL_PROC(ret,func,params) \
 	do { \
 		this->func = SDL_GL_GetProcAddress(#func); \
@@ -725,175 +723,171 @@
 			} \
 	} while ( 0 );
 #include "../SDL_glfuncs.h"
-#undef SDL_PROC	
+#undef SDL_PROC
 
 
 #ifdef	FAKE_MAXTEXSIZE
-	maxtexsize = FAKE_MAXTEXSIZE;
+    maxtexsize = FAKE_MAXTEXSIZE;
 #else
-	this->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
+    this->glGetIntegerv (GL_MAX_TEXTURE_SIZE, &maxtexsize);
 #endif
 #ifdef DEBUG_GLSDL
-	fprintf(stderr, "glSDL: Max texture size: %d\n", maxtexsize);
+    fprintf (stderr, "glSDL: Max texture size: %d\n", maxtexsize);
 #endif
 
-	glSDL_init_formats(this);
+    glSDL_init_formats (this);
 
-	if (flag_doublebuf)
-		this->glDrawBuffer(GL_BACK);
-	else
-		this->glDrawBuffer(GL_FRONT);
+    if (flag_doublebuf)
+        this->glDrawBuffer (GL_BACK);
+    else
+        this->glDrawBuffer (GL_FRONT);
+
+    this->glDisable (GL_DITHER);
 
-	this->glDisable(GL_DITHER);
-	
-	if(glSDL_AddTexInfo(this, this->screen) < 0)
-	{
-		GLERR("HookDevice() failed to add info to screen surface!");
-		return NULL;
-	}
+    if (glSDL_AddTexInfo (this, this->screen) < 0) {
+        GLERR ("HookDevice() failed to add info to screen surface!");
+        return NULL;
+    }
 
-	glSDL_SetLogicSize(this, this->screen,
-			this->screen->w, this->screen->h);
+    glSDL_SetLogicSize (this, this->screen, this->screen->w, this->screen->h);
 
-	glSDL_do_texture(this, 0);
-	glSDL_do_blend(this, 0);
+    glSDL_do_texture (this, 0);
+    glSDL_do_blend (this, 0);
 
-	for(i = 0; i < 1+flag_doublebuf; ++i)
-	{
-		this->glBegin(GL_TRIANGLE_FAN);
-		this->glColor3ub(0, 0, 0);
-		this->glVertex2i(0, 0);
-		this->glVertex2i(this->screen->w, 0);
-		this->glVertex2i(this->screen->w, this->screen->h);
-		this->glVertex2i(0, this->screen->h);
-		this->glEnd();
-		if(!i)
-			this->GL_SwapBuffers(this);
-	}
+    for (i = 0; i < 1 + flag_doublebuf; ++i) {
+        this->glBegin (GL_TRIANGLE_FAN);
+        this->glColor3ub (0, 0, 0);
+        this->glVertex2i (0, 0);
+        this->glVertex2i (this->screen->w, 0);
+        this->glVertex2i (this->screen->w, this->screen->h);
+        this->glVertex2i (0, this->screen->h);
+        this->glEnd ();
+        if (!i)
+            this->GL_SwapBuffers (this);
+    }
 
-	mirrorbuf = SDL_malloc(this->screen->h * this->screen->pitch);
-	if(!mirrorbuf)
-	{
-		GLERR("HookDevice() failed to allocate temp buffer for mirroring!");
-		return NULL;
-	}
+    mirrorbuf = SDL_malloc (this->screen->h * this->screen->pitch);
+    if (!mirrorbuf) {
+        GLERR ("HookDevice() failed to allocate temp buffer for mirroring!");
+        return NULL;
+    }
 
-	return this->screen;
+    return this->screen;
 }
 
-static int glSDL_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color *colors)
+static int
+glSDL_SetColors (_THIS, int firstcolor, int ncolors, SDL_Color * colors)
 {
-	/* We don't need to fill this one */
-	return 0;
+    /* We don't need to fill this one */
+    return 0;
 }
 
 
 #ifdef DEBUG_GLSDL
-static void glSDL_print_glerror(_THIS, int point)
+static void
+glSDL_print_glerror (_THIS, int point)
 {
-	const char *err = "<unknown>";
-	switch(this->glGetError())
-	{
-		case GL_NO_ERROR:
-			return;
-		case GL_INVALID_ENUM:
-			err = "GL_INVALID_ENUM";
-			break;
-		case GL_INVALID_VALUE:
-			err = "GL_INVALID_VALUE";
-			break;
-		case GL_INVALID_OPERATION:
-			err = "GL_INVALID_OPERATION";
-			break;
-		case GL_STACK_OVERFLOW:
-			err = "GL_STACK_OVERFLOW";
-			break;
-		case GL_STACK_UNDERFLOW:
-			err = "GL_STACK_UNDERFLOW";
-			break;
-		case GL_OUT_OF_MEMORY:
-			err = "GL_OUT_OF_MEMORY";
-		default:
-			break;
-	}
-	fprintf(stderr,"OpenGL error \"%s\" at point %d.\n", err, point);
+    const char *err = "<unknown>";
+    switch (this->glGetError ()) {
+    case GL_NO_ERROR:
+        return;
+    case GL_INVALID_ENUM:
+        err = "GL_INVALID_ENUM";
+        break;
+    case GL_INVALID_VALUE:
+        err = "GL_INVALID_VALUE";
+        break;
+    case GL_INVALID_OPERATION:
+        err = "GL_INVALID_OPERATION";
+        break;
+    case GL_STACK_OVERFLOW:
+        err = "GL_STACK_OVERFLOW";
+        break;
+    case GL_STACK_UNDERFLOW:
+        err = "GL_STACK_UNDERFLOW";
+        break;
+    case GL_OUT_OF_MEMORY:
+        err = "GL_OUT_OF_MEMORY";
+    default:
+        break;
+    }
+    fprintf (stderr, "OpenGL error \"%s\" at point %d.\n", err, point);
 }
 #endif
 
 /* Get texinfo for a surface. */
-static __inline__ private_hwdata *glSDL_GetTexInfo(SDL_Surface *surface)
+static __inline__ private_hwdata *
+glSDL_GetTexInfo (SDL_Surface * surface)
 {
-	if(!surface)
-		return NULL;
-	return surface->hwdata;
+    if (!surface)
+        return NULL;
+    return surface->hwdata;
 }
 
 
 /* Allocate a "blank" texinfo for a suface. */
-static private_hwdata *glSDL_AllocTexInfo(SDL_Surface *surface)
+static private_hwdata *
+glSDL_AllocTexInfo (SDL_Surface * surface)
 {
-	private_hwdata *txi;
-	if(!surface)
-		return NULL;
+    private_hwdata *txi;
+    if (!surface)
+        return NULL;
 
-	txi = glSDL_GetTexInfo(surface);
-	if(txi)
-		return txi;		/* There already is one! --> */
+    txi = glSDL_GetTexInfo (surface);
+    if (txi)
+        return txi;             /* There already is one! --> */
 
-	/* ...and hook a new texinfo struct up to it. */
-	txi = (private_hwdata *)SDL_calloc(1, sizeof(private_hwdata));
-	if(!txi)
-	{
-		GLERR("AllocTexInfo(): Failed allocating TexInfo struct!");
-		return NULL;
-	}
-	txi->temporary = 1;
-#ifdef DEBUG_GLSDL		
-	fprintf(stderr, "glSDL: Allocated TexInfo %p.\n", txi);
+    /* ...and hook a new texinfo struct up to it. */
+    txi = (private_hwdata *) SDL_calloc (1, sizeof (private_hwdata));
+    if (!txi) {
+        GLERR ("AllocTexInfo(): Failed allocating TexInfo struct!");
+        return NULL;
+    }
+    txi->temporary = 1;
+#ifdef DEBUG_GLSDL
+    fprintf (stderr, "glSDL: Allocated TexInfo %p.\n", txi);
 #endif
-	return txi;
+    return txi;
 }
 
 
-static void glSDL_FreeTexInfo(_THIS, private_hwdata *txi)
+static void
+glSDL_FreeTexInfo (_THIS, private_hwdata * txi)
 {
-	if(!txi)
-		return;
+    if (!txi)
+        return;
 
-	glSDL_UnloadTexture(this, txi);
-	SDL_free(txi->texture);
-	SDL_free(txi);
+    glSDL_UnloadTexture (this, txi);
+    SDL_free (txi->texture);
+    SDL_free (txi);
 #ifdef DEBUG_GLSDL
-	fprintf(stderr, "glSDL: Freed TexInfo %p.\n", txi);
+    fprintf (stderr, "glSDL: Freed TexInfo %p.\n", txi);
 #endif
 }
 
 
 /* Detach and free the texinfo of a surface. */
-static void glSDL_RemoveTexInfo(_THIS, SDL_Surface *surface)
+static void
+glSDL_RemoveTexInfo (_THIS, SDL_Surface * surface)
 {
-	SDL_Surface *next,*prev;
-	if(!glSDL_GetTexInfo(surface))
-		return;
+    SDL_Surface *next, *prev;
+    if (!glSDL_GetTexInfo (surface))
+        return;
 
-	/* maintain our doubly linked list */
-	next=surface->hwdata->next;
-	prev=surface->hwdata->prev;
-	if (prev!=NULL)
-	{
-		prev->hwdata->next = next;
-	}
-	else
-	{
-		first = next;
-	}
-	if (next!=NULL)
-	{
-		next->hwdata->prev = prev;
-	}
+    /* maintain our doubly linked list */
+    next = surface->hwdata->next;
+    prev = surface->hwdata->prev;
+    if (prev != NULL) {
+        prev->hwdata->next = next;
+    } else {
+        first = next;
+    }
+    if (next != NULL) {
+        next->hwdata->prev = prev;
+    }
 
-	glSDL_FreeTexInfo(this, surface->hwdata);
-	surface->hwdata = NULL;
+    glSDL_FreeTexInfo (this, surface->hwdata);
+    surface->hwdata = NULL;
 }
 
 
@@ -902,215 +896,199 @@
  * fit it into the smallest possible OpenGL
  * texture.
  */
-static int glSDL_CalcChop(private_hwdata *txi)
+static int
+glSDL_CalcChop (private_hwdata * txi)
 {
-	int rows, vw, vh;
-	int vertical = 0;
-	int texsize;
-	int lastw, lasth, minsize;
+    int rows, vw, vh;
+    int vertical = 0;
+    int texsize;
+    int lastw, lasth, minsize;
 
-	vw = txi->virt.w;
-	vh = txi->virt.h;
+    vw = txi->virt.w;
+    vh = txi->virt.h;
 
 #ifdef DEBUG_GLSDL_CHOP
-	fprintf(stderr, "w=%d, h=%d ", vw, vh);
+    fprintf (stderr, "w=%d, h=%d ", vw, vh);
 #endif
-	if(vh > vw)
-	{
-		int t = vw;
-		vw = vh;
-		vh = t;
-		vertical = 1;
+    if (vh > vw) {
+        int t = vw;
+        vw = vh;
+        vh = t;
+        vertical = 1;
 #ifdef DEBUG_GLSDL_CHOP
-		fprintf(stderr, "(vertical) \t");
+        fprintf (stderr, "(vertical) \t");
 #endif
-	}
+    }
 
-	/*
-	 * Check whether this is a "huge" surface - at least one dimension
-	 * must be <= than the maximum texture size, or we'll have to chop
-	 * in both directions.
-	 */
+    /*
+     * Check whether this is a "huge" surface - at least one dimension
+     * must be <= than the maximum texture size, or we'll have to chop
+     * in both directions.
+     */
 #ifdef DEBUG_GLSDL
-	if(maxtexsize < 0)
-		return GLERET("glSDL_CalcChop() called before OpenGL init!");
+    if (maxtexsize < 0)
+        return GLERET ("glSDL_CalcChop() called before OpenGL init!");
 #endif
-	if(vh > maxtexsize)
-	{
-		/*
-		 * Very simple hack for now; we just tile
-		 * both ways with maximum size textures.
-		 */
-		texsize = maxtexsize;
+    if (vh > maxtexsize) {
+        /*
+         * Very simple hack for now; we just tile
+         * both ways with maximum size textures.
+         */
+        texsize = maxtexsize;
 
-		txi->tilemode = GLSDL_TM_HUGE;
-		txi->texsize = texsize;
-		txi->tilew = texsize;
-		txi->tileh = texsize;
-		txi->tilespertex = 1;
+        txi->tilemode = GLSDL_TM_HUGE;
+        txi->texsize = texsize;
+        txi->tilew = texsize;
+        txi->tileh = texsize;
+        txi->tilespertex = 1;
 
-		/* Calculate number of textures needed */
-		txi->textures = (vw + texsize - 1) / texsize;
-		txi->textures *= (vh + texsize - 1) / texsize;
-		txi->texture = SDL_malloc(txi->textures * sizeof(int));
-		SDL_memset(txi->texture, -1, txi->textures * sizeof(int));
-#ifdef DEBUG_GLSDL		
-		fprintf(stderr, "two-way tiling; textures=%d\n", txi->textures);
+        /* Calculate number of textures needed */
+        txi->textures = (vw + texsize - 1) / texsize;
+        txi->textures *= (vh + texsize - 1) / texsize;
+        txi->texture = SDL_malloc (txi->textures * sizeof (int));
+        SDL_memset (txi->texture, -1, txi->textures * sizeof (int));
+#ifdef DEBUG_GLSDL
+        fprintf (stderr, "two-way tiling; textures=%d\n", txi->textures);
 #endif
-		if(!txi->texture)
-		{
-			fprintf(stderr, "glSDL: INTERNAL ERROR: Failed to allocate"
-					" texture name table!\n");
-			return -3;
-		}
-		return 0;
-	}
+        if (!txi->texture) {
+            fprintf (stderr, "glSDL: INTERNAL ERROR: Failed to allocate"
+                     " texture name table!\n");
+            return -3;
+        }
+        return 0;
+    }
 
-	/* Calculate minimum size */
-	rows = 1;
-	lastw = vw;
-	lasth = vh;
-	minsize = lastw > lasth ? lastw : lasth;
-	while(1)
-	{
-		int w, h, size;
-		++rows;
-		w = vw / rows;
-		h = rows * vh;
-		size = w > h ? w : h;
-		if(size >= minsize)
-		{
-			--rows;
-			break;
-		}
-		lastw = w;
-		lasth = h;
-		minsize = size;
-	}
-	if(minsize > maxtexsize)
-	{
-		/* Handle multiple textures for very wide/tall surfaces. */
-		minsize = maxtexsize;
-		rows = (vw + minsize-1) / minsize;
-	}
+    /* Calculate minimum size */
+    rows = 1;
+    lastw = vw;
+    lasth = vh;
+    minsize = lastw > lasth ? lastw : lasth;
+    while (1) {
+        int w, h, size;
+        ++rows;
+        w = vw / rows;
+        h = rows * vh;
+        size = w > h ? w : h;
+        if (size >= minsize) {
+            --rows;
+            break;
+        }
+        lastw = w;
+        lasth = h;
+        minsize = size;
+    }
+    if (minsize > maxtexsize) {
+        /* Handle multiple textures for very wide/tall surfaces. */
+        minsize = maxtexsize;
+        rows = (vw + minsize - 1) / minsize;
+    }
 #ifdef DEBUG_GLSDL_CHOP
-	fprintf(stderr, "==> minsize=%d ", minsize);
-	fprintf(stderr, "(rows=%d) \t", rows);
+    fprintf (stderr, "==> minsize=%d ", minsize);
+    fprintf (stderr, "(rows=%d) \t", rows);
 #endif
 
-	/* Recalculate with nearest higher power-of-2 width. */
-	for(texsize = 1; texsize < minsize; texsize <<= 1)
-		;
-	txi->texsize = texsize;
-	rows = (vw + texsize-1) / texsize;
+    /* Recalculate with nearest higher power-of-2 width. */
+    for (texsize = 1; texsize < minsize; texsize <<= 1);
+    txi->texsize = texsize;
+    rows = (vw + texsize - 1) / texsize;
 #ifdef DEBUG_GLSDL_CHOP
-	fprintf(stderr, "==> texsize=%d (rows=%d) \t", texsize, rows);
+    fprintf (stderr, "==> texsize=%d (rows=%d) \t", texsize, rows);
 #endif
 
-	/* Calculate number of tiles per texture */
-	txi->tilespertex = txi->texsize / vh;
+    /* Calculate number of tiles per texture */
+    txi->tilespertex = txi->texsize / vh;
 #ifdef DEBUG_GLSDL_CHOP
-	fprintf(stderr, "tilespertex=%d \t", txi->tilespertex);
+    fprintf (stderr, "tilespertex=%d \t", txi->tilespertex);
 #endif
 
-	/* Calculate number of textures needed */
-	txi->textures = (rows + txi->tilespertex-1) / txi->tilespertex;
-	txi->texture = (GLuint *)SDL_malloc(txi->textures * sizeof(GLuint));
-	SDL_memset(txi->texture, GLSDL_NOTEX, txi->textures * sizeof(GLuint));
+    /* Calculate number of textures needed */
+    txi->textures = (rows + txi->tilespertex - 1) / txi->tilespertex;
+    txi->texture = (GLuint *) SDL_malloc (txi->textures * sizeof (GLuint));
+    SDL_memset (txi->texture, GLSDL_NOTEX, txi->textures * sizeof (GLuint));
 #ifdef DEBUG_GLSDL_CHOP
-	fprintf(stderr, "textures=%d, ", txi->textures);
+    fprintf (stderr, "textures=%d, ", txi->textures);
 #endif
-	if(!txi->texture)
-		return GLERET("Failed to allocate texture name table!");
+    if (!txi->texture)
+        return GLERET ("Failed to allocate texture name table!");
 
-	/* Set up tile size. (Only one axis supported here!) */
-	if(1 == rows)
-	{
-		txi->tilemode = GLSDL_TM_SINGLE;
-		if(vertical)
-		{
-			txi->tilew = vh;
-			txi->tileh = vw;
-		}
-		else
-		{
-			txi->tilew = vw;
-			txi->tileh = vh;
-		}
-	}
-	else if(vertical)
-	{
-		txi->tilemode = GLSDL_TM_VERTICAL;
-		txi->tilew = vh;
-		txi->tileh = texsize;
-	}
-	else
-	{
-		txi->tilemode = GLSDL_TM_HORIZONTAL;
-		txi->tilew = texsize;
-		txi->tileh = vh;
-	}
+    /* Set up tile size. (Only one axis supported here!) */
+    if (1 == rows) {
+        txi->tilemode = GLSDL_TM_SINGLE;
+        if (vertical) {
+            txi->tilew = vh;
+            txi->tileh = vw;
+        } else {
+            txi->tilew = vw;
+            txi->tileh = vh;
+        }
+    } else if (vertical) {
+        txi->tilemode = GLSDL_TM_VERTICAL;
+        txi->tilew = vh;
+        txi->tileh = texsize;
+    } else {
+        txi->tilemode = GLSDL_TM_HORIZONTAL;
+        txi->tilew = texsize;
+        txi->tileh = vh;
+    }
 
 #ifdef DEBUG_GLSDL_CHOP
-	fprintf(stderr, "tilew=%d, tileh=%d\n", txi->tilew, txi->tileh);
+    fprintf (stderr, "tilew=%d, tileh=%d\n", txi->tilew, txi->tileh);
 #endif
-	return 0;
+    return 0;
 }
 
 
 /* Create a temporary TexInfo struct for an SDL_Surface */
-static private_hwdata *glSDL_CreateTempTexInfo(_THIS, SDL_Surface *surface)
+static private_hwdata *
+glSDL_CreateTempTexInfo (_THIS, SDL_Surface * surface)
 {
-	private_hwdata *txi;
-	if(!surface)
-	{
-		GLERR("CreateTempTexInfo(); no surface!");
-		return NULL;
-	}
-	if(IS_GLSDL_SURFACE(surface))
-		return glSDL_GetTexInfo(surface);	/* Do nothing */
+    private_hwdata *txi;
+    if (!surface) {
+        GLERR ("CreateTempTexInfo(); no surface!");
+        return NULL;
+    }
+    if (IS_GLSDL_SURFACE (surface))
+        return glSDL_GetTexInfo (surface);      /* Do nothing */
 
-	txi = glSDL_AllocTexInfo(surface);
-	if(!txi)
-	{
-		GLERR("CreateTempTexInfo(); Could not alloc TexInfo!");
-		return NULL;
-	}
-	txi->virt.w = txi->lw = surface->w;
-	txi->virt.h = txi->lh = surface->h;
+    txi = glSDL_AllocTexInfo (surface);
+    if (!txi) {
+        GLERR ("CreateTempTexInfo(); Could not alloc TexInfo!");
+        return NULL;
+    }
+    txi->virt.w = txi->lw = surface->w;
+    txi->virt.h = txi->lh = surface->h;
 
-	if(glSDL_CalcChop(txi) < 0)
-	{
-		glSDL_FreeTexInfo(this, txi);
-		GLERR("CreateTempTexInfo(); CalcChop() failed!");
-		return NULL;
-	}
+    if (glSDL_CalcChop (txi) < 0) {
+        glSDL_FreeTexInfo (this, txi);
+        GLERR ("CreateTempTexInfo(); CalcChop() failed!");
+        return NULL;
+    }
 
-	return txi;
+    return txi;
 }
 
 /* Add a glSDL_TexInfo struct to an SDL_Surface */
-static private_hwdata *glSDL_AddTexInfo(_THIS, SDL_Surface *surface)
+static private_hwdata *
+glSDL_AddTexInfo (_THIS, SDL_Surface * surface)
 {
-	private_hwdata *txi = glSDL_CreateTempTexInfo(this, surface);
-	if(!txi)
-		return NULL;
+    private_hwdata *txi = glSDL_CreateTempTexInfo (this, surface);
+    if (!txi)
+        return NULL;
 
-	/* Connect the surface to the new TexInfo. */
-	txi->temporary = 0;
-	surface->hwdata = txi;
+    /* Connect the surface to the new TexInfo. */
+    txi->temporary = 0;
+    surface->hwdata = txi;
 
-	/* add this new surface in front of the list of hw surfaces */
-	txi->next = first;
-	txi->prev = NULL;
-	first = surface;
-	if (txi->next!=NULL)
-	{
-		txi->next->hwdata->prev=surface;
-	}
+    /* add this new surface in front of the list of hw surfaces */
+    txi->next = first;
+    txi->prev = NULL;
+    first = surface;
+    if (txi->next != NULL) {
+        txi->next->hwdata->prev = surface;
+    }
 
-	SDL_SetClipRect(surface, &txi->virt);
-	return txi;
+    SDL_SetClipRect (surface, &txi->virt);
+    return txi;
 }
 
 
@@ -1139,119 +1117,110 @@
 */
 
 /* Create a surface of the prefered OpenGL RGBA texture format */
-static SDL_Surface *glSDL_CreateRGBASurface(int w, int h)
+static SDL_Surface *
+glSDL_CreateRGBASurface (int w, int h)
 {
-	SDL_Surface *s;
-	Uint32 rmask, gmask, bmask, amask;
-	int bits = 32;
+    SDL_Surface *s;
+    Uint32 rmask, gmask, bmask, amask;
+    int bits = 32;
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
-	rmask = 0x000000FF;
-	gmask = 0x0000FF00;
-	bmask = 0x00FF0000;
-	amask = 0xFF000000;
+    rmask = 0x000000FF;
+    gmask = 0x0000FF00;
+    bmask = 0x00FF0000;
+    amask = 0xFF000000;
 #else
-	rmask = 0xFF000000;
-	gmask = 0x00FF0000;
-	bmask = 0x0000FF00;
-	amask = 0x000000FF;
+    rmask = 0xFF000000;
+    gmask = 0x00FF0000;
+    bmask = 0x0000FF00;
+    amask = 0x000000FF;
 #endif
-	s = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h,
-			bits, rmask, gmask, bmask, amask);
-	if(s)
-		s->flags |= SDL_HWACCEL;
+    s = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h,
+                              bits, rmask, gmask, bmask, amask);
+    if (s)
+        s->flags |= SDL_HWACCEL;
 
-	return s;
+    return s;
 }
 
 
-static void glSDL_init_formats(_THIS)
+static void
+glSDL_init_formats (_THIS)
 {
-	RGBfmt = SDL_AllocFormat(24,
+    RGBfmt = SDL_AllocFormat (24,
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
-			0x000000FF,
-			0x0000FF00,
-			0x00FF0000,
-			0);
+                              0x000000FF, 0x0000FF00, 0x00FF0000, 0);
 #else
-			0x00FF0000,
-			0x0000FF00,
-			0x000000FF,
-			0);
+                              0x00FF0000, 0x0000FF00, 0x000000FF, 0);
 #endif
-	RGBAfmt = SDL_AllocFormat(32,
+    RGBAfmt = SDL_AllocFormat (32,
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
-			0x000000FF,
-			0x0000FF00,
-			0x00FF0000,
-			0xFF000000);
+                               0x000000FF,
+                               0x0000FF00, 0x00FF0000, 0xFF000000);
 #else
-			0xFF000000,
-			0x00FF0000,
-			0x0000FF00,
-			0x000000FF);
+                               0xFF000000,
+                               0x00FF0000, 0x0000FF00, 0x000000FF);
 #endif
 }
 
 
-static int glSDL_FormatIsOk(SDL_Surface *surface)
+static int
+glSDL_FormatIsOk (SDL_Surface * surface)
 {
-	SDL_PixelFormat *pf;
-	if(!surface)
-		return 1;	/* Well, there ain't much we can do anyway... */
+    SDL_PixelFormat *pf;
+    if (!surface)
+        return 1;               /* Well, there ain't much we can do anyway... */
 
-	pf = surface->format;
+    pf = surface->format;
 
-	/* Colorkeying requires an alpha channel! */
-	if(surface->flags & SDL_SRCCOLORKEY)
-		if(!pf->Amask)
-			return 0;
+    /* Colorkeying requires an alpha channel! */
+    if (surface->flags & SDL_SRCCOLORKEY)
+        if (!pf->Amask)
+            return 0;
 
-	/* We need pitch == (width * BytesPerPixel) for glTex[Sub]Image2D() */
-	if(surface->pitch != (surface->w * pf->BytesPerPixel))
-		return 0;
+    /* We need pitch == (width * BytesPerPixel) for glTex[Sub]Image2D() */
+    if (surface->pitch != (surface->w * pf->BytesPerPixel))
+        return 0;
 
-	if(pf->Amask)
-	{
-		if(pf->BytesPerPixel != RGBAfmt->BytesPerPixel)
-			return 0;
-		if(pf->Rmask != RGBAfmt->Rmask)
-			return 0;
-		if(pf->Gmask != RGBAfmt->Gmask)
-			return 0;
-		if(pf->Bmask != RGBAfmt->Bmask)
-			return 0;
-		if(pf->Amask != RGBAfmt->Amask)
-			return 0;
-	}
-	else
-	{
-		if(pf->BytesPerPixel != RGBfmt->BytesPerPixel)
-			return 0;
-		if(pf->Rmask != RGBfmt->Rmask)
-			return 0;
-		if(pf->Gmask != RGBfmt->Gmask)
-			return 0;
-		if(pf->Bmask != RGBfmt->Bmask)
-			return 0;
-	}
-	return 1;
+    if (pf->Amask) {
+        if (pf->BytesPerPixel != RGBAfmt->BytesPerPixel)
+            return 0;
+        if (pf->Rmask != RGBAfmt->Rmask)
+            return 0;
+        if (pf->Gmask != RGBAfmt->Gmask)
+            return 0;
+        if (pf->Bmask != RGBAfmt->Bmask)
+            return 0;
+        if (pf->Amask != RGBAfmt->Amask)
+            return 0;
+    } else {
+        if (pf->BytesPerPixel != RGBfmt->BytesPerPixel)
+            return 0;
+        if (pf->Rmask != RGBfmt->Rmask)
+            return 0;
+        if (pf->Gmask != RGBfmt->Gmask)
+            return 0;
+        if (pf->Bmask != RGBfmt->Bmask)
+            return 0;
+    }
+    return 1;
 }
 
-static void glSDL_key2alpha(SDL_Surface *surface)
+static void
+glSDL_key2alpha (SDL_Surface * surface)
 {
-	int x, y;
-	Uint32 ckey = surface->format->colorkey;
+    int x, y;
+    Uint32 ckey = surface->format->colorkey;
 
 #ifdef DEBUG_GLSDL
-	fprintf(stderr,"glSDL_key2alpha()\n");
+    fprintf (stderr, "glSDL_key2alpha()\n");
 #endif
-	for(y = 0; y < surface->h; ++y)
-	{
-		Uint32 *px = (Uint32 *)((char *)surface->pixels + y*surface->pitch);
-		for(x = 0; x < surface->w; ++x)
-			if(px[x] == ckey)
-				px[x] = 0;
-	}
+    for (y = 0; y < surface->h; ++y) {
+        Uint32 *px =
+            (Uint32 *) ((char *) surface->pixels + y * surface->pitch);
+        for (x = 0; x < surface->w; ++x)
+            if (px[x] == ckey)
+                px[x] = 0;
+    }
 }
 
 
@@ -1260,562 +1229,549 @@
   SDL style API
   ----------------------------------------------------------*/
 
-static int glSDL_FlipHWSurface(_THIS, SDL_Surface *surface)
+static int
+glSDL_FlipHWSurface (_THIS, SDL_Surface * surface)
 {
 #ifdef GLSDL_GRAPHICAL_DEBUG
-	this->glDisable(GL_TEXTURE_2D);
-	this->glBegin(GL_LINE_LOOP);
-	this->glColor4ub(0, 0, 255, 128);
-	this->glVertex2i(0,0);
-	this->glVertex2i(surface->w,0);
-	this->glVertex2i(surface->w,surface->h);
-	this->glVertex2i(0,surface->h);
-	this->glEnd();
-	this->glEnable(GL_TEXTURE_2D);
+    this->glDisable (GL_TEXTURE_2D);
+    this->glBegin (GL_LINE_LOOP);
+    this->glColor4ub (0, 0, 255, 128);
+    this->glVertex2i (0, 0);
+    this->glVertex2i (surface->w, 0);
+    this->glVertex2i (surface->w, surface->h);
+    this->glVertex2i (0, surface->h);
+    this->glEnd ();
+    this->glEnable (GL_TEXTURE_2D);
 #endif
-	if (this->screen->flags&SDL_DOUBLEBUF)
-		this->GL_SwapBuffers(this);
-	else
-		this->glFinish();
-	return 0;
+    if (this->screen->flags & SDL_DOUBLEBUF)
+        this->GL_SwapBuffers (this);
+    else
+        this->glFinish ();
+    return 0;
 }
 
 
-static void glSDL_UpdateRects(_THIS, int numrects, SDL_Rect *rects)
+static void
+glSDL_UpdateRects (_THIS, int numrects, SDL_Rect * rects)
 {
 #ifdef GLSDL_GRAPHICAL_DEBUG
-	int i;
-	this->glDisable(GL_TEXTURE_2D);
-	for(i=0;i<numrects;i++)
-	{
-		this->glColor4ub(255, 0, 0, 128);
-		this->glBegin(GL_LINE_LOOP);
-		this->glVertex2i(rects[i].x,rects[i].y);
-		this->glVertex2i(rects[i].x+rects[i].w,rects[i].y);
-		this->glVertex2i(rects[i].x+rects[i].w,rects[i].y+rects[i].h);
-		this->glVertex2i(rects[i].x,rects[i].y+rects[i].h);
-		this->glEnd();
-	}
-	this->glEnable(GL_TEXTURE_2D);
+    int i;
+    this->glDisable (GL_TEXTURE_2D);
+    for (i = 0; i < numrects; i++) {
+        this->glColor4ub (255, 0, 0, 128);
+        this->glBegin (GL_LINE_LOOP);
+        this->glVertex2i (rects[i].x, rects[i].y);
+        this->glVertex2i (rects[i].x + rects[i].w, rects[i].y);
+        this->glVertex2i (rects[i].x + rects[i].w, rects[i].y + rects[i].h);
+        this->glVertex2i (rects[i].x, rects[i].y + rects[i].h);
+        this->glEnd ();
+    }
+    this->glEnable (GL_TEXTURE_2D);
 #endif
-	if (this->screen->flags&SDL_DOUBLEBUF)
-		this->GL_SwapBuffers(this);
-	else
-		this->glFinish();
+    if (this->screen->flags & SDL_DOUBLEBUF)
+        this->GL_SwapBuffers (this);
+    else
+        this->glFinish ();
 }
 
 
-static int glSDL_AllocHWSurface(_THIS, SDL_Surface *surface)
+static int
+glSDL_AllocHWSurface (_THIS, SDL_Surface * surface)
 {
-	surface->flags |= (SDL_HWSURFACE|SDL_HWACCEL);
+    surface->flags |= (SDL_HWSURFACE | SDL_HWACCEL);
 
-	surface->pixels = SDL_malloc(surface->h*surface->pitch);
-	if ( surface->pixels == NULL ) {
-		SDL_FreeSurface(surface);
-		SDL_OutOfMemory();
-		return(-1);
-	}
-	SDL_memset(surface->pixels, 0, surface->h*surface->pitch);
-	return 0;
+    surface->pixels = SDL_malloc (surface->h * surface->pitch);
+    if (surface->pixels == NULL) {
+        SDL_FreeSurface (surface);
+        SDL_OutOfMemory ();
+        return (-1);
+    }
+    SDL_memset (surface->pixels, 0, surface->h * surface->pitch);
+    return 0;
 }
 
 
-static void glSDL_FreeHWSurface(_THIS, SDL_Surface *surface)
+static void
+glSDL_FreeHWSurface (_THIS, SDL_Surface * surface)
 {
-	if(!surface)
-		return;
-	glSDL_RemoveTexInfo(this, surface);
+    if (!surface)
+        return;
+    glSDL_RemoveTexInfo (this, surface);
 }
 
 
-static int glSDL_LockHWSurface(_THIS, SDL_Surface *surface)
+static int
+glSDL_LockHWSurface (_THIS, SDL_Surface * surface)
 {
-	int y;
+    int y;
 
-	if(!surface)
-		return -1;
+    if (!surface)
+        return -1;
 
-#ifdef DEBUG_GLSDL		
-	fprintf(stderr, "glSDL: Lock Surface.\n");
+#ifdef DEBUG_GLSDL
+    fprintf (stderr, "glSDL: Lock Surface.\n");
 #endif
 
-	if(SDL_VideoSurface == surface)
-	{
-		glSDL_Invalidate(surface, NULL);
-		this->glPixelStorei(GL_UNPACK_ROW_LENGTH,
-				surface->pitch /
-				surface->format->BytesPerPixel);
-		this->glReadPixels(0, 0, OpenGL_Surface->w, OpenGL_Surface->h,
-				GL_RGB, 
-				GL_UNSIGNED_BYTE,
-				OpenGL_Surface->pixels);
-		for(y = 0; y < OpenGL_Surface->h / 2; ++y)
-		{
-			void *upper = (Uint8 *)OpenGL_Surface->pixels +
-				OpenGL_Surface->pitch * y;
-			void *lower = (Uint8 *)OpenGL_Surface->pixels +
-				OpenGL_Surface->pitch * (OpenGL_Surface->h - y - 1);
-			SDL_memcpy(mirrorbuf, upper, OpenGL_Surface->pitch);
-			SDL_memcpy(upper, lower, OpenGL_Surface->pitch);
-			SDL_memcpy(lower, mirrorbuf, OpenGL_Surface->pitch);
-		}
-		/* the mapping has to be invalidated on 8bpp video surfaces in case of a hw palette change. 
-		 * Now if someone could tell me why this is not handled by SDL... */
-		if (SDL_VideoSurface->format->BitsPerPixel==8)
-			SDL_InvalidateMap(OpenGL_Surface->map);
-		
-		/* convert this raw surface to the application-requested format 
-		 * FIXME this is sometimes overkill, we could use glPixelStore smartly
-		 * But this would be slow anyway :) */
-		
-		glSDL_SoftBlit(OpenGL_Surface, NULL, SDL_VideoSurface, NULL);
-	}
-	else
-		glSDL_Invalidate(surface, NULL);
+    if (SDL_VideoSurface == surface) {
+        glSDL_Invalidate (surface, NULL);
+        this->glPixelStorei (GL_UNPACK_ROW_LENGTH,
+                             surface->pitch / surface->format->BytesPerPixel);
+        this->glReadPixels (0, 0, OpenGL_Surface->w, OpenGL_Surface->h,
+                            GL_RGB, GL_UNSIGNED_BYTE, OpenGL_Surface->pixels);
+        for (y = 0; y < OpenGL_Surface->h / 2; ++y) {
+            void *upper = (Uint8 *) OpenGL_Surface->pixels +
+                OpenGL_Surface->pitch * y;
+            void *lower = (Uint8 *) OpenGL_Surface->pixels +
+                OpenGL_Surface->pitch * (OpenGL_Surface->h - y - 1);
+            SDL_memcpy (mirrorbuf, upper, OpenGL_Surface->pitch);
+            SDL_memcpy (upper, lower, OpenGL_Surface->pitch);
+            SDL_memcpy (lower, mirrorbuf, OpenGL_Surface->pitch);
+        }
+        /* the mapping has to be invalidated on 8bpp video surfaces in case of a hw palette change. 
+         * Now if someone could tell me why this is not handled by SDL... */
+        if (SDL_VideoSurface->format->BitsPerPixel == 8)
+            SDL_InvalidateMap (OpenGL_Surface->map);
 
-	return 0;
+        /* convert this raw surface to the application-requested format 
+         * FIXME this is sometimes overkill, we could use glPixelStore smartly
+         * But this would be slow anyway :) */
+
+        glSDL_SoftBlit (OpenGL_Surface, NULL, SDL_VideoSurface, NULL);
+    } else
+        glSDL_Invalidate (surface, NULL);
+
+    return 0;
 }
 
 
-static void glSDL_UnlockHWSurface(_THIS, SDL_Surface *surface)
+static void
+glSDL_UnlockHWSurface (_THIS, SDL_Surface * surface)
 {
-	private_hwdata *txi;
+    private_hwdata *txi;
 
-	if(!surface)
-		return;
+    if (!surface)
+        return;
 
-	/* upload this surface ONLY if this is a glSDL surface
-	 * because sometimes (during displayformating for ex.) surfaces are unlocked that aren't glSDL
-	 */
-	if(!IS_GLSDL_SURFACE(surface))
-		return;
+    /* upload this surface ONLY if this is a glSDL surface
+     * because sometimes (during displayformating for ex.) surfaces are unlocked that aren't glSDL
+     */
+    if (!IS_GLSDL_SURFACE (surface))
+        return;
 
-#ifdef DEBUG_GLSDL		
-	fprintf(stderr, "glSDL: Unlock Surface.\n");
+#ifdef DEBUG_GLSDL
+    fprintf (stderr, "glSDL: Unlock Surface.\n");
 #endif
 
-	txi = glSDL_UploadSurface(this, surface);
+    txi = glSDL_UploadSurface (this, surface);
 
-	if(!txi)
-	{	
-		GLERR("glSDL_UnlockHWSurface() failed to upload surface!");
-		return;
-	}
-	if(txi->temporary)
-	{
-		GLERR("Weirdness... glSDL_UnlockHWSurface() got a temporary TexInfo.");	
-		return;
-	}
-	if(surface == SDL_VideoSurface)
-		glSDL_BlitGL(this, SDL_VideoSurface, NULL, NULL);
+    if (!txi) {
+        GLERR ("glSDL_UnlockHWSurface() failed to upload surface!");
+        return;
+    }
+    if (txi->temporary) {
+        GLERR
+            ("Weirdness... glSDL_UnlockHWSurface() got a temporary TexInfo.");
+        return;
+    }
+    if (surface == SDL_VideoSurface)
+        glSDL_BlitGL (this, SDL_VideoSurface, NULL, NULL);
 }
 
 
-static int glSDL_SetHWColorKey(_THIS, SDL_Surface *surface, Uint32 key)
+static int
+glSDL_SetHWColorKey (_THIS, SDL_Surface * surface, Uint32 key)
 {
-	/*
-	 * If an application does this *after* SDL_DisplayFormat,
-	 * we're basically screwed, unless we want to do an
-	 * in-place surface conversion hack here.
-	 *
-	 * What we do is just kill the glSDL texinfo... No big
-	 * deal in most cases, as glSDL only converts once anyway,
-	 * *unless* you keep modifying the surface.
-	 */
-	if(IS_GLSDL_SURFACE(surface))
-		glSDL_RemoveTexInfo(this, surface);
-	return 0;
+    /*
+     * If an application does this *after* SDL_DisplayFormat,
+     * we're basically screwed, unless we want to do an
+     * in-place surface conversion hack here.
+     *
+     * What we do is just kill the glSDL texinfo... No big
+     * deal in most cases, as glSDL only converts once anyway,
+     * *unless* you keep modifying the surface.
+     */
+    if (IS_GLSDL_SURFACE (surface))
+        glSDL_RemoveTexInfo (this, surface);
+    return 0;
 }
 
 
-static int glSDL_SetHWAlpha(_THIS, SDL_Surface *surface, Uint8 alpha)
+static int
+glSDL_SetHWAlpha (_THIS, SDL_Surface * surface, Uint8 alpha)
+{
+    /*
+     * If an application does this *after* SDL_DisplayFormat,
+     * we're basically screwed, unless we want to do an
+     * in-place surface conversion hack here.
+     *
+     * What we do is just kill the glSDL texinfo... No big
+     * deal in most cases, as glSDL only converts once anyway,
+     * *unless* you keep modifying the surface.
+     */
+    if (IS_GLSDL_SURFACE (surface))
+        glSDL_RemoveTexInfo (this, surface);
+    return 0;
+}
+
+static SDL_bool
+glSDL_SetClipRect (_THIS, SDL_Surface * surface, SDL_Rect * rect)
 {
-	/*
-	 * If an application does this *after* SDL_DisplayFormat,
-	 * we're basically screwed, unless we want to do an
-	 * in-place surface conversion hack here.
-	 *
-	 * What we do is just kill the glSDL texinfo... No big
-	 * deal in most cases, as glSDL only converts once anyway,
-	 * *unless* you keep modifying the surface.
-	 */
-	if(IS_GLSDL_SURFACE(surface))
-		glSDL_RemoveTexInfo(this, surface);
-	return 0;
+    SDL_bool res;
+    if (!surface)
+        return SDL_FALSE;
+
+    res = SDL_SetClipRect (surface, rect);
+    if (!res)
+        return SDL_FALSE;
+
+    rect = &surface->clip_rect;
+
+    if (surface == SDL_VideoSurface) {
+        SDL_Rect r;
+        float xscale, yscale;
+        private_hwdata *txi;
+
+        r.x = rect->x;
+        r.y = rect->y;
+        r.w = rect->w;
+        r.h = rect->h;
+        SDL_SetClipRect (surface, rect);
+
+        txi = glSDL_GetTexInfo (surface);
+        if (!txi)
+            return GLERET ("SetClipRect(): Could not get TexInfo!");
+
+        this->glViewport (rect->x,
+                          surface->h - (rect->y + rect->h), rect->w, rect->h);
+        /*
+         * Note that this projection is upside down in
+         * relation to the OpenGL coordinate system.
+         */
+        this->glMatrixMode (GL_PROJECTION);
+        this->glLoadIdentity ();
+        xscale = (float) txi->lw / (float) surface->w;
+        yscale = (float) txi->lh / (float) surface->h;
+        this->glOrtho (xscale * (float) rect->x,
+                       xscale * (float) (rect->w + rect->x),
+                       yscale * (float) (rect->h + rect->y),
+                       yscale * (float) rect->y, -1.0, 1.0);
+        return SDL_TRUE;
+    }
+    return res;
 }
 
-static SDL_bool glSDL_SetClipRect(_THIS, SDL_Surface *surface, SDL_Rect *rect)
+static int
+glSDL_BlitFromGL (_THIS, SDL_Rect * srcrect,
+                  SDL_Surface * dst, SDL_Rect * dstrect)
 {
-	SDL_bool res;
-	if(!surface)
-		return SDL_FALSE;
-
-	res = SDL_SetClipRect(surface, rect);
-	if(!res)
-		return SDL_FALSE;
-
-	rect = &surface->clip_rect;
+    SDL_Rect sr, dr;
 
-	if(surface == SDL_VideoSurface)
-	{
-		SDL_Rect r;
-		float xscale, yscale;
-		private_hwdata *txi;
-
-		r.x = rect->x;
-		r.y = rect->y;
-		r.w = rect->w;
-		r.h = rect->h;
-		SDL_SetClipRect(surface, rect);
+    /* In case the destination has an OpenGL texture... */
+    glSDL_Invalidate (dst, dstrect);
 
-		txi = glSDL_GetTexInfo(surface);
-		if(!txi)
-			return GLERET("SetClipRect(): Could not get TexInfo!");
-
-		this->glViewport(rect->x,
-				surface->h - (rect->y + rect->h),
-				rect->w,
-				rect->h);
-		/*
-		 * Note that this projection is upside down in
-		 * relation to the OpenGL coordinate system.
-		 */
-		this->glMatrixMode(GL_PROJECTION);
-		this->glLoadIdentity();
-		xscale = (float)txi->lw / (float)surface->w;
-		yscale = (float)txi->lh / (float)surface->h;
-		this->glOrtho(	xscale*(float)rect->x,
-				xscale*(float)(rect->w+rect->x),
-				yscale*(float)(rect->h+rect->y),
-				yscale*(float)rect->y,
-				-1.0, 1.0);
-		return SDL_TRUE;
-	}
-	return res;
+    /* Abuse the fake screen buffer a little. */
+    this->glPixelStorei (GL_UNPACK_ROW_LENGTH, SDL_VideoSurface->pitch /
+                         SDL_VideoSurface->format->BytesPerPixel);
+    if (srcrect)
+        this->glReadPixels (srcrect->x,
+                            OpenGL_Surface->h - (srcrect->y + srcrect->h - 1),
+                            srcrect->w, srcrect->h, GL_RGB, GL_UNSIGNED_BYTE,
+                            OpenGL_Surface->pixels);
+    else
+        this->glReadPixels (0, 0, OpenGL_Surface->w, OpenGL_Surface->h,
+                            GL_RGB, GL_UNSIGNED_BYTE, OpenGL_Surface->pixels);
+    sr = *srcrect;
+    dr = *dstrect;
+    glSDL_SoftBlit (OpenGL_Surface, &sr, dst, &dr);
+    return 0;
 }
 
-static int glSDL_BlitFromGL(_THIS, SDL_Rect *srcrect,
-		SDL_Surface *dst, SDL_Rect *dstrect)
+static __inline__ void
+glSDL_BlitGL_single (_THIS, private_hwdata * txi,
+                     float sx1, float sy1, SDL_Rect * dst,
+                     unsigned char alpha)
 {
-	SDL_Rect sr, dr;
-
-	/* In case the destination has an OpenGL texture... */
-	glSDL_Invalidate(dst, dstrect);
+    float sx2, sy2, texscale;
+    if (!txi->textures)
+        return;
+    if (-1 == txi->texture[0])
+        return;
+    glSDL_texture (this, txi->texture[0]);
 
-	/* Abuse the fake screen buffer a little. */
-	this->glPixelStorei(GL_UNPACK_ROW_LENGTH, SDL_VideoSurface->pitch /
-			SDL_VideoSurface->format->BytesPerPixel);
-	if(srcrect)
-		this->glReadPixels(srcrect->x, OpenGL_Surface->h - (srcrect->y + srcrect->h - 1),
-				srcrect->w, srcrect->h,
-				GL_RGB, GL_UNSIGNED_BYTE, OpenGL_Surface->pixels);
-	else
-		this->glReadPixels(0, 0, OpenGL_Surface->w, OpenGL_Surface->h,
-				GL_RGB, GL_UNSIGNED_BYTE, OpenGL_Surface->pixels);
-	sr = *srcrect;
-	dr = *dstrect;
-	glSDL_SoftBlit(OpenGL_Surface, &sr, dst, &dr);
-	return 0;
-}
-
-static __inline__ void glSDL_BlitGL_single(_THIS, private_hwdata *txi,
-		float sx1, float sy1, SDL_Rect *dst, unsigned char alpha)
-{
-	float sx2, sy2, texscale;
-	if(!txi->textures)
-		return;
-	if(-1 == txi->texture[0])
-		return;
-	glSDL_texture(this, txi->texture[0]);
-
-	texscale = 1.0 / (float)txi->texsize;
-	sx2 = (sx1 + (float)dst->w) * texscale;
-	sy2 = (sy1 + (float)dst->h) * texscale;
-	sx1 *= texscale;
-	sy1 *= texscale;
+    texscale = 1.0 / (float) txi->texsize;
+    sx2 = (sx1 + (float) dst->w) * texscale;
+    sy2 = (sy1 + (float) dst->h) * texscale;
+    sx1 *= texscale;
+    sy1 *= texscale;
 
 #ifdef GLSDL_GRAPHICAL_DEBUG
-	this->glDisable(GL_TEXTURE_2D);
-	this->glBegin(GL_LINE_LOOP);
-	this->glColor4ub(0, 255, 0, 128);
-	this->glVertex2i(dst->x, dst->y);
-	this->glVertex2i(dst->x + dst->w, dst->y);
-	this->glVertex2i(dst->x + dst->w, dst->y + dst->h);
-	this->glVertex2i(dst->x, dst->y + dst->h);
-	this->glEnd();
-	this->glEnable(GL_TEXTURE_2D);
+    this->glDisable (GL_TEXTURE_2D);
+    this->glBegin (GL_LINE_LOOP);
+    this->glColor4ub (0, 255, 0, 128);
+    this->glVertex2i (dst->x, dst->y);
+    this->glVertex2i (dst->x + dst->w, dst->y);
+    this->glVertex2i (dst->x + dst->w, dst->y + dst->h);
+    this->glVertex2i (dst->x, dst->y + dst->h);
+    this->glEnd ();
+    this->glEnable (GL_TEXTURE_2D);
 #endif
-	
-	this->glBegin(GL_TRIANGLE_FAN);
-	this->glColor4ub(255, 255, 255, alpha);
-	this->glTexCoord2f(sx1, sy1);
-	this->glVertex2i(dst->x, dst->y);
-	this->glTexCoord2f(sx2, sy1);
-	this->glVertex2i(dst->x + dst->w, dst->y);
-	this->glTexCoord2f(sx2, sy2);
-	this->glVertex2i(dst->x + dst->w, dst->y + dst->h);
-	this->glTexCoord2f(sx1, sy2);
-	this->glVertex2i(dst->x, dst->y + dst->h);
-	this->glEnd();
+
+    this->glBegin (GL_TRIANGLE_FAN);
+    this->glColor4ub (255, 255, 255, alpha);
+    this->glTexCoord2f (sx1, sy1);
+    this->glVertex2i (dst->x, dst->y);
+    this->glTexCoord2f (sx2, sy1);
+    this->glVertex2i (dst->x + dst->w, dst->y);
+    this->glTexCoord2f (sx2, sy2);
+    this->glVertex2i (dst->x + dst->w, dst->y + dst->h);
+    this->glTexCoord2f (sx1, sy2);
+    this->glVertex2i (dst->x, dst->y + dst->h);
+    this->glEnd ();
 }
 
 
-static void glSDL_BlitGL_htile(_THIS, private_hwdata *txi,
-		float sx1, float sy1, SDL_Rect *dst, unsigned char alpha)
+static void
+glSDL_BlitGL_htile (_THIS, private_hwdata * txi,
+                    float sx1, float sy1, SDL_Rect * dst, unsigned char alpha)
 {
-	int tex;
-	float tile, sx2, sy2, yo;
-	float texscale = 1.0 / (float)txi->texsize;
-	float tileh = (float)txi->tileh * texscale;
-	sx2 = (sx1 + (float)dst->w) * texscale;
-	sy2 = (sy1 + (float)dst->h) * texscale;
-	sx1 *= texscale;
-	sy1 *= texscale;
-	tile = floor(sx1);
-	tex = (int)tile / txi->tilespertex;
-	yo = ((int)tile % txi->tilespertex) * tileh;
+    int tex;
+    float tile, sx2, sy2, yo;
+    float texscale = 1.0 / (float) txi->texsize;
+    float tileh = (float) txi->tileh * texscale;
+    sx2 = (sx1 + (float) dst->w) * texscale;
+    sy2 = (sy1 + (float) dst->h) * texscale;
+    sx1 *= texscale;
+    sy1 *= texscale;
+    tile = floor (sx1);
+    tex = (int) tile / txi->tilespertex;
+    yo = ((int) tile % txi->tilespertex) * tileh;
 
-	if(tex >= txi->textures)
-		return;
-	if(-1 == txi->texture[tex])
-		return;
-	glSDL_texture(this, txi->texture[tex]);
+    if (tex >= txi->textures)
+        return;
+    if (-1 == txi->texture[tex])
+        return;
+    glSDL_texture (this, txi->texture[tex]);
 
-	while(tile < sx2)
-	{
-		int tdx1 = dst->x;
-		int tdx2 = dst->x + dst->w;
-		float tsx1 = sx1 - tile;
-		float tsx2 = sx2 - tile;
+    while (tile < sx2) {
+        int tdx1 = dst->x;
+        int tdx2 = dst->x + dst->w;
+        float tsx1 = sx1 - tile;
+        float tsx2 = sx2 - tile;
 
-		/* Clip to current tile */
-		if(tsx1 < 0.0)
-		{
-			tdx1 -= tsx1 * txi->texsize;
-			tsx1 = 0.0;
-		}
-		if(tsx2 > 1.0)
-		{
-			tdx2 -= (tsx2 - 1.0) * txi->texsize;
-			tsx2 = 1.0;
-		}
+        /* Clip to current tile */
+        if (tsx1 < 0.0) {
+            tdx1 -= tsx1 * txi->texsize;
+            tsx1 = 0.0;
+        }
+        if (tsx2 > 1.0) {
+            tdx2 -= (tsx2 - 1.0) * txi->texsize;
+            tsx2 = 1.0;
+        }
 
-		/* Maybe select next texture? */
-		if(yo + tileh > 1.0)
-		{
-			++tex;
-			if(tex >= txi->textures)
-				return;
-			if(-1 == txi->texture[tex])
-				return;
-			glSDL_texture(this, txi->texture[tex]);
-			yo = 0.0;
-		}
-
+        /* Maybe select next texture? */
+        if (yo + tileh > 1.0) {
+            ++tex;
+            if (tex >= txi->textures)
+                return;
+            if (-1 == txi->texture[tex])
+                return;
+            glSDL_texture (this, txi->texture[tex]);
+            yo = 0.0;
+        }
 #ifdef GLSDL_GRAPHICAL_DEBUG
-		this->glDisable(GL_TEXTURE_2D);
-		this->glBegin(GL_LINE_LOOP);
-		this->glColor4ub(0, 255, 0, 128);
-		this->glVertex2i(tdx1, dst->y);
-		this->glVertex2i(tdx2, dst->y);
-		this->glVertex2i(tdx2, dst->y + dst->h);
-		this->glVertex2i(tdx1, dst->y + dst->h);
-		this->glEnd();
-		this->glEnable(GL_TEXTURE_2D);
+        this->glDisable (GL_TEXTURE_2D);
+        this->glBegin (GL_LINE_LOOP);
+        this->glColor4ub (0, 255, 0, 128);
+        this->glVertex2i (tdx1, dst->y);
+        this->glVertex2i (tdx2, dst->y);
+        this->glVertex2i (tdx2, dst->y + dst->h);
+        this->glVertex2i (tdx1, dst->y + dst->h);
+        this->glEnd ();
+        this->glEnable (GL_TEXTURE_2D);
 #endif
 
-		this->glBegin(GL_TRIANGLE_FAN);
-		this->glColor4ub(255, 255, 255, alpha);
-		this->glTexCoord2f(tsx1, yo + sy1);
-		this->glVertex2i(tdx1, dst->y);
-		this->glTexCoord2f(tsx2, yo + sy1);
-		this->glVertex2i(tdx2, dst->y);
-		this->glTexCoord2f(tsx2, yo + sy2);
-		this->glVertex2i(tdx2, dst->y + dst->h);
-		this->glTexCoord2f(tsx1, yo + sy2);
-		this->glVertex2i(tdx1, dst->y + dst->h);
-		this->glEnd();
-		tile += 1.0;
-		yo += tileh;
-	}
+        this->glBegin (GL_TRIANGLE_FAN);
+        this->glColor4ub (255, 255, 255, alpha);
+        this->glTexCoord2f (tsx1, yo + sy1);
+        this->glVertex2i (tdx1, dst->y);
+        this->glTexCoord2f (tsx2, yo + sy1);
+        this->glVertex2i (tdx2, dst->y);
+        this->glTexCoord2f (tsx2, yo + sy2);
+        this->glVertex2i (tdx2, dst->y + dst->h);
+        this->glTexCoord2f (tsx1, yo + sy2);
+        this->glVertex2i (tdx1, dst->y + dst->h);
+        this->glEnd ();
+        tile += 1.0;
+        yo += tileh;
+    }
 }
 
 
-static void glSDL_BlitGL_vtile(_THIS, private_hwdata *txi,
-		float sx1, float sy1, SDL_Rect *dst, unsigned char alpha)
+static void
+glSDL_BlitGL_vtile (_THIS, private_hwdata * txi,
+                    float sx1, float sy1, SDL_Rect * dst, unsigned char alpha)
 {
-	int tex;
-	float tile, sx2, sy2, xo;
-	float texscale = 1.0 / (float)txi->texsize;
-	float tilew = (float)txi->tilew * texscale;
-	sx2 = (sx1 + (float)dst->w) * texscale;
-	sy2 = (sy1 + (float)dst->h) * texscale;
-	sx1 *= texscale;
-	sy1 *= texscale;
-	tile = floor(sy1);
-	tex = (int)tile / txi->tilespertex;
-	xo = ((int)tile % txi->tilespertex) * tilew;
+    int tex;
+    float tile, sx2, sy2, xo;
+    float texscale = 1.0 / (float) txi->texsize;
+    float tilew = (float) txi->tilew * texscale;
+    sx2 = (sx1 + (float) dst->w) * texscale;
+    sy2 = (sy1 + (float) dst->h) * texscale;
+    sx1 *= texscale;
+    sy1 *= texscale;
+    tile = floor (sy1);
+    tex = (int) tile / txi->tilespertex;
+    xo = ((int) tile % txi->tilespertex) * tilew;
 
-	if(tex >= txi->textures)
-		return;
-	if(-1 == txi->texture[tex])
-		return;
-	glSDL_texture(this, txi->texture[tex]);
+    if (tex >= txi->textures)
+        return;
+    if (-1 == txi->texture[tex])
+        return;
+    glSDL_texture (this, txi->texture[tex]);
 
-	while(tile < sy2)
-	{
-		int tdy1 = dst->y;
-		int tdy2 = dst->y + dst->h;
-		float tsy1 = sy1 - tile;
-		float tsy2 = sy2 - tile;
+    while (tile < sy2) {
+        int tdy1 = dst->y;
+        int tdy2 = dst->y + dst->h;
+        float tsy1 = sy1 - tile;
+        float tsy2 = sy2 - tile;
 
-		/* Clip to current tile */
-		if(tsy1 < 0.0)
-		{
-			tdy1 -= tsy1 * txi->texsize;
-			tsy1 = 0.0;
-		}
-		if(tsy2 > 1.0)
-		{
-			tdy2 -= (tsy2 - 1.0) * txi->texsize;
-			tsy2 = 1.0;
-		}
+        /* Clip to current tile */
+        if (tsy1 < 0.0) {
+            tdy1 -= tsy1 * txi->texsize;
+            tsy1 = 0.0;
+        }
+        if (tsy2 > 1.0) {
+            tdy2 -= (tsy2 - 1.0) * txi->texsize;
+            tsy2 = 1.0;
+        }
 
-		/* Maybe select next texture? */
-		if(xo + tilew > 1.0)
-		{
-			++tex;
-			if(tex >= txi->textures)
-				return;
-			if(-1 == txi->texture[tex])
-				return;
-			glSDL_texture(this, txi->texture[tex]);
-			xo = 0.0;
-		}
-
+        /* Maybe select next texture? */
+        if (xo + tilew > 1.0) {
+            ++tex;
+            if (tex >= txi->textures)
+                return;
+            if (-1 == txi->texture[tex])
+                return;
+            glSDL_texture (this, txi->texture[tex]);
+            xo = 0.0;
+        }
 #ifdef GLSDL_GRAPHICAL_DEBUG
-		this->glDisable(GL_TEXTURE_2D);
-		this->glBegin(GL_LINE_LOOP);
-		this->glColor4ub(0, 255, 0, 128);
-		this->glVertex2i(dst->x, tdy1);
-		this->glVertex2i(dst->x + dst->w, tdy1);
-		this->glVertex2i(dst->x + dst->w, tdy2);
-		this->glVertex2i(dst->x, tdy2);
-		this->glEnd();
-		this->glEnable(GL_TEXTURE_2D);
+        this->glDisable (GL_TEXTURE_2D);
+        this->glBegin (GL_LINE_LOOP);
+        this->glColor4ub (0, 255, 0, 128);
+        this->glVertex2i (dst->x, tdy1);
+        this->glVertex2i (dst->x + dst->w, tdy1);
+        this->glVertex2i (dst->x + dst->w, tdy2);
+        this->glVertex2i (dst->x, tdy2);
+        this->glEnd ();
+        this->glEnable (GL_TEXTURE_2D);
 #endif
 
-		this->glBegin(GL_TRIANGLE_FAN);
-		this->glColor4ub(255, 255, 255, alpha);
-		this->glTexCoord2f(xo + sx1, tsy1);
-		this->glVertex2i(dst->x, tdy1);
-		this->glTexCoord2f(xo + sx2, tsy1);
-		this->glVertex2i(dst->x + dst->w, tdy1);
-		this->glTexCoord2f(xo + sx2, tsy2);
-		this->glVertex2i(dst->x + dst->w, tdy2);
-		this->glTexCoord2f(xo + sx1, tsy2);
-		this->glVertex2i(dst->x, tdy2);
-		this->glEnd();
+        this->glBegin (GL_TRIANGLE_FAN);
+        this->glColor4ub (255, 255, 255, alpha);
+        this->glTexCoord2f (xo + sx1, tsy1);
+        this->glVertex2i (dst->x, tdy1);
+        this->glTexCoord2f (xo + sx2, tsy1);
+        this->glVertex2i (dst->x + dst->w, tdy1);
+        this->glTexCoord2f (xo + sx2, tsy2);
+        this->glVertex2i (dst->x + dst->w, tdy2);
+        this->glTexCoord2f (xo + sx1, tsy2);
+        this->glVertex2i (dst->x, tdy2);
+        this->glEnd ();
 
-		tile += 1.0;
-		xo += tilew;
-	}
+        tile += 1.0;
+        xo += tilew;
+    }
 }
 
 
-static void glSDL_BlitGL_hvtile(_THIS, SDL_Surface *src, private_hwdata *txi,
-		float sx1, float sy1, SDL_Rect *dst, unsigned char alpha)
+static void
+glSDL_BlitGL_hvtile (_THIS, SDL_Surface * src, private_hwdata * txi,
+                     float sx1, float sy1, SDL_Rect * dst,
+                     unsigned char alpha)
 {
-	int x, y, last_tex, tex;
-	float sx2, sy2;
-	float texscale = 1.0 / (float)txi->texsize;
-	int tilesperrow = (src->w + txi->tilew - 1) / txi->tilew;
-	sx2 = (sx1 + (float)dst->w) * texscale;
-	sy2 = (sy1 + (float)dst->h) * texscale;
-	sx1 *= texscale;
-	sy1 *= texscale;
+    int x, y, last_tex, tex;
+    float sx2, sy2;
+    float texscale = 1.0 / (float) txi->texsize;
+    int tilesperrow = (src->w + txi->tilew - 1) / txi->tilew;
+    sx2 = (sx1 + (float) dst->w) * texscale;
+    sy2 = (sy1 + (float) dst->h) * texscale;
+    sx1 *= texscale;
+    sy1 *= texscale;
 
-	last_tex = tex = floor(sy1) * tilesperrow + floor(sx1);
-	if(tex >= txi->textures)
-		return;
-	if(-1 == txi->texture[tex])
-		return;
-	glSDL_texture(this, txi->texture[tex]);
+    last_tex = tex = floor (sy1) * tilesperrow + floor (sx1);
+    if (tex >= txi->textures)
+        return;
+    if (-1 == txi->texture[tex])
+        return;
+    glSDL_texture (this, txi->texture[tex]);
 
-	for(y = floor(sy1); y < sy2; ++y)
-	{
-		int tdy1 = dst->y;
-		int tdy2 = dst->y + dst->h;
-		float tsy1 = sy1 - y;
-		float tsy2 = sy2 - y;
+    for (y = floor (sy1); y < sy2; ++y) {
+        int tdy1 = dst->y;
+        int tdy2 = dst->y + dst->h;
+        float tsy1 = sy1 - y;
+        float tsy2 = sy2 - y;
 
-		/* Clip to current tile */
-		if(tsy1 < 0.0)
-		{
-			tdy1 -= tsy1 * txi->texsize;
-			tsy1 = 0.0;
-		}
-		if(tsy2 > 1.0)
-		{
-			tdy2 -= (tsy2 - 1.0) * txi->texsize;
-			tsy2 = 1.0;
-		}
-		for(x = floor(sx1); x < sx2; ++x)
-		{
-			int tdx1 = dst->x;
-			int tdx2 = dst->x + dst->w;
-			float tsx1 = sx1 - x;
-			float tsx2 = sx2 - x;
+        /* Clip to current tile */
+        if (tsy1 < 0.0) {
+            tdy1 -= tsy1 * txi->texsize;
+            tsy1 = 0.0;
+        }
+        if (tsy2 > 1.0) {
+            tdy2 -= (tsy2 - 1.0) * txi->texsize;
+            tsy2 = 1.0;
+        }
+        for (x = floor (sx1); x < sx2; ++x) {
+            int tdx1 = dst->x;
+            int tdx2 = dst->x + dst->w;
+            float tsx1 = sx1 - x;
+            float tsx2 = sx2 - x;
 
-			/* Clip to current tile */
-			if(tsx1 < 0.0)
-			{
-				tdx1 -= tsx1 * txi->texsize;
-				tsx1 = 0.0;
-			}
-			if(tsx2 > 1.0)
-			{
-				tdx2 -= (tsx2 - 1.0) * txi->texsize;
-				tsx2 = 1.0;
-			}
+            /* Clip to current tile */
+            if (tsx1 < 0.0) {
+                tdx1 -= tsx1 * txi->texsize;
+                tsx1 = 0.0;
+            }
+            if (tsx2 > 1.0) {
+                tdx2 -= (tsx2 - 1.0) * txi->texsize;
+                tsx2 = 1.0;
+            }
 
-			/* Select texture */
-			tex = y * tilesperrow + x;
-			if(tex != last_tex)
-			{
-				if(tex >= txi->textures)
-					return;
-				if(-1 == txi->texture[tex])
-					return;
-				glSDL_texture(this, txi->texture[tex]);
-				last_tex = tex;
-			}
-
+            /* Select texture */
+            tex = y * tilesperrow + x;
+            if (tex != last_tex) {
+                if (tex >= txi->textures)
+                    return;
+                if (-1 == txi->texture[tex])
+                    return;
+                glSDL_texture (this, txi->texture[tex]);
+                last_tex = tex;
+            }
 #ifdef GLSDL_GRAPHICAL_DEBUG
-			this->glDisable(GL_TEXTURE_2D);
-			this->glBegin(GL_LINE_LOOP);
-			this->glColor4ub(0, 255, 0, 128);
-			this->glVertex2i(tdx1, tdy1);
-			this->glVertex2i(tdx2, tdy1);
-			this->glVertex2i(tdx2, tdy2);
-			this->glVertex2i(tdx1, tdy2);
-			this->glEnd();
-			this->glEnable(GL_TEXTURE_2D);
+            this->glDisable (GL_TEXTURE_2D);
+            this->glBegin (GL_LINE_LOOP);
+            this->glColor4ub (0, 255, 0, 128);
+            this->glVertex2i (tdx1, tdy1);
+            this->glVertex2i (tdx2, tdy1);
+            this->glVertex2i (tdx2, tdy2);
+            this->glVertex2i (tdx1, tdy2);
+            this->glEnd ();
+            this->glEnable (GL_TEXTURE_2D);
 #endif
 
-			this->glBegin(GL_TRIANGLE_FAN);
-			this->glColor4ub(255, 255, 255, alpha);
-			this->glTexCoord2f(tsx1, tsy1);
-			this->glVertex2i(tdx1, tdy1);
-			this->glTexCoord2f(tsx2, tsy1);
-			this->glVertex2i(tdx2, tdy1);
-			this->glTexCoord2f(tsx2, tsy2);
-			this->glVertex2i(tdx2, tdy2);
-			this->glTexCoord2f(tsx1, tsy2);
-			this->glVertex2i(tdx1, tdy2);
-			this->glEnd();
-		}
-	}
+            this->glBegin (GL_TRIANGLE_FAN);
+            this->glColor4ub (255, 255, 255, alpha);
+            this->glTexCoord2f (tsx1, tsy1);
+            this->glVertex2i (tdx1, tdy1);
+            this->glTexCoord2f (tsx2, tsy1);
+            this->glVertex2i (tdx2, tdy1);
+            this->glTexCoord2f (tsx2, tsy2);
+            this->glVertex2i (tdx2, tdy2);
+            this->glTexCoord2f (tsx1, tsy2);
+            this->glVertex2i (tdx1, tdy2);
+            this->glEnd ();
+        }
+    }
 }
 
 /*
@@ -1833,394 +1789,352 @@
  *
  * Returns 1 if the result is visible, otherwise 0.
  */
-static __inline__ int blitclip(SDL_Rect *rect, int w, int h,
-		int *x, int *y, SDL_Rect *clip)
+static __inline__ int
+blitclip (SDL_Rect * rect, int w, int h, int *x, int *y, SDL_Rect * clip)
 {
-	int sx1, sy1, sx2, sy2;
-	int dx1, dy1, dx2, dy2;
+    int sx1, sy1, sx2, sy2;
+    int dx1, dy1, dx2, dy2;
 
-	/* Get source and destination coordinates */
-	sx1 = rect->x;
-	sy1 = rect->y;
-	sx2 = sx1 + rect->w;
-	sy2 = sy1 + rect->h;
-	dx1 = *x;
-	dy1 = *y;
+    /* Get source and destination coordinates */
+    sx1 = rect->x;
+    sy1 = rect->y;
+    sx2 = sx1 + rect->w;
+    sy2 = sy1 + rect->h;
+    dx1 = *x;
+    dy1 = *y;
 
-	/* Keep source rect inside source surface */
-	if(sx1 < 0)
-	{
-		dx1 -= sx1;
-		sx1 = 0;
-	}
-	if(sy1 < 0)
-	{
-		dy1 -= sy1;
-		sy1 = 0;
-	}
-	if(sx2 > w)
-		sx2 = w;
-	if(sy2 > h)
-		sy2 = h;
+    /* Keep source rect inside source surface */
+    if (sx1 < 0) {
+        dx1 -= sx1;
+        sx1 = 0;
+    }
+    if (sy1 < 0) {
+        dy1 -= sy1;
+        sy1 = 0;
+    }
+    if (sx2 > w)
+        sx2 = w;
+    if (sy2 > h)
+        sy2 = h;
 
-	/* Cull blits from void space */
-	if(sx1 >= sx2 || sy1 >= sy2)
-		return 0;
+    /* Cull blits from void space */
+    if (sx1 >= sx2 || sy1 >= sy2)
+        return 0;
 
-	/* Calculate destination lower-right */
-	dx2 = dx1 + (sx2 - sx1);
-	dy2 = dy1 + (sy2 - sy1);
+    /* Calculate destination lower-right */
+    dx2 = dx1 + (sx2 - sx1);
+    dy2 = dy1 + (sy2 - sy1);
 
-	/* Clip to destination cliprect */
-	if(dx1 < clip->x)
-	{
-		sx1 += clip->x - dx1;
-		dx1 = clip->x;
-	}
-	if(dy1 < clip->y)
-	{
-		sy1 += clip->y - dy1;
-		dy1 = clip->y;
-	}
-	if(dx2 > clip->x + clip->w)
-		dx2 = clip->x + clip->w;
-	if(dy2 > clip->y + clip->h)
-		dy2 = clip->y + clip->h;
+    /* Clip to destination cliprect */
+    if (dx1 < clip->x) {
+        sx1 += clip->x - dx1;
+        dx1 = clip->x;
+    }
+    if (dy1 < clip->y) {
+        sy1 += clip->y - dy1;
+        dy1 = clip->y;
+    }
+    if (dx2 > clip->x + clip->w)
+        dx2 = clip->x + clip->w;
+    if (dy2 > clip->y + clip->h)
+        dy2 = clip->y + clip->h;
 
-	/* Cull nop/off-screen blits */
-	if(dx1 >= dx2 || dy1 >= dy2)
-		return 0;
+    /* Cull nop/off-screen blits */
+    if (dx1 >= dx2 || dy1 >= dy2)
+        return 0;
 
-	*x = sx1;
-	*y = sy1;
-	rect->x = dx1;
-	rect->y = dy1;
-	rect->w = dx2 - dx1;
-	rect->h = dy2 - dy1;
-	return 1;
+    *x = sx1;
+    *y = sy1;
+    rect->x = dx1;
+    rect->y = dy1;
+    rect->w = dx2 - dx1;
+    rect->h = dy2 - dy1;
+    return 1;
 }
 
-static int glSDL_BlitGL(_THIS, SDL_Surface *src,
-		SDL_Rect *srcrect, SDL_Rect *dstrect)
+static int
+glSDL_BlitGL (_THIS, SDL_Surface * src,
+              SDL_Rect * srcrect, SDL_Rect * dstrect)
 {
-	private_hwdata *txi;
-	float x1, y1;
-	unsigned char alpha;
-	SDL_Rect d;
-	int x, y;
-	SDL_Rect r;
+    private_hwdata *txi;
+    float x1, y1;
+    unsigned char alpha;
+    SDL_Rect d;
+    int x, y;
+    SDL_Rect r;
 
-	if(!src)
-		return GLERET("BlitGL(): No src surface!");
+    if (!src)
+        return GLERET ("BlitGL(): No src surface!");
 
-	/* Get source and destination coordinates */
-	if(srcrect)
-		r = *srcrect;
-	else
-	{
-		r.x = r.y = 0;
-		r.w = src->w;
-		r.h = src->h;
-	}
-	if(dstrect)
-	{
-		x = dstrect->x;
-		y = dstrect->y;
-	}
-	else
-		x = y = 0;
+    /* Get source and destination coordinates */
+    if (srcrect)
+        r = *srcrect;
+    else {
+        r.x = r.y = 0;
+        r.w = src->w;
+        r.h = src->h;
+    }
+    if (dstrect) {
+        x = dstrect->x;
+        y = dstrect->y;
+    } else
+        x = y = 0;
 
-	/* Clip! */
-	if(!blitclip(&r, src->w, src->h, &x, &y, &this->screen->clip_rect))
-	{
-		if(dstrect)
-			dstrect->w = dstrect->h = 0;
-		return 0;
-	}
+    /* Clip! */
+    if (!blitclip (&r, src->w, src->h, &x, &y, &this->screen->clip_rect)) {
+        if (dstrect)
+            dstrect->w = dstrect->h = 0;
+        return 0;
+    }
 
-	/* Write back the resulting cliprect */
-	if(dstrect)
-		*dstrect = r;
+    /* Write back the resulting cliprect */
+    if (dstrect)
+        *dstrect = r;
 
-	/* Make sure we have a source with a valid texture */
-	txi = glSDL_UploadSurface(this, src);
-	if(!txi)
-		return GLERET("BlitGL(): Could not get a TexInfo!");
+    /* Make sure we have a source with a valid texture */
+    txi = glSDL_UploadSurface (this, src);
+    if (!txi)
+        return GLERET ("BlitGL(): Could not get a TexInfo!");
 
-	/* Set up blending */
-	if(src->flags & (SDL_SRCALPHA | SDL_SRCCOLORKEY))
-	{
-		glSDL_blendfunc(this, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-		glSDL_do_blend(this, 1);
-	}
-	else
-		glSDL_do_blend(this, 0);
-
-	/* Enable texturing */
-	glSDL_do_texture(this, 1);
+    /* Set up blending */
+    if (src->flags & (SDL_SRCALPHA | SDL_SRCCOLORKEY)) {
+        glSDL_blendfunc (this, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+        glSDL_do_blend (this, 1);
+    } else
+        glSDL_do_blend (this, 0);
 
-	/* Calculate texcoords */
-	if(!srcrect)
-		srcrect = &txi->virt;
-	x1 = (float)srcrect->x;
-	y1 = (float)srcrect->y;
+    /* Enable texturing */
+    glSDL_do_texture (this, 1);
+
+    /* Calculate texcoords */
+    if (!srcrect)
+        srcrect = &txi->virt;
+    x1 = (float) srcrect->x;
+    y1 = (float) srcrect->y;
 
-	/* Calculate screen coords. */
-	if(dstrect)
-	{
-		d.x = dstrect->x;
-		d.y = dstrect->y;
-		d.w = (int)(srcrect->w * (float)txi->lw / (float)txi->virt.w);
-		d.h = (int)(srcrect->h * (float)txi->lh / (float)txi->virt.h);
-	}
-	else
-	{
-		d.x = 0;
-		d.y = 0;
-		d.w = (int)(srcrect->w * (float)txi->lw / (float)txi->virt.w);
-		d.h = (int)(srcrect->h * (float)txi->lh / (float)txi->virt.h);
-	}
+    /* Calculate screen coords. */
+    if (dstrect) {
+        d.x = dstrect->x;
+        d.y = dstrect->y;
+        d.w = (int) (srcrect->w * (float) txi->lw / (float) txi->virt.w);
+        d.h = (int) (srcrect->h * (float) txi->lh / (float) txi->virt.h);
+    } else {
+        d.x = 0;
+        d.y = 0;
+        d.w = (int) (srcrect->w * (float) txi->lw / (float) txi->virt.w);
+        d.h = (int) (srcrect->h * (float) txi->lh / (float) txi->virt.h);
+    }
 
-	/*
-	 * Note that we actually *prevent* the use of "full surface alpha"
-	 * and alpha channel in combination - to stay SDL 2D compatible.
-	 */
-	if ((src->flags & SDL_SRCALPHA)&&(src->format->Amask))
-		alpha = 255;
-	else
-		alpha = src->format->alpha;
-	
-	/* Render! */
-	switch(txi->tilemode)
-	{
-		case GLSDL_TM_SINGLE:
-			glSDL_BlitGL_single(this, txi, x1, y1,
-					&d,
-					alpha);
-			break;
-		case GLSDL_TM_HORIZONTAL:
-			glSDL_BlitGL_htile(this, txi, x1, y1,
-					&d,
-					alpha);
-			break;
-		case GLSDL_TM_VERTICAL:
-			glSDL_BlitGL_vtile(this, txi, x1, y1,
-					&d,
-					alpha);
-			break;
-		case GLSDL_TM_HUGE:
-			glSDL_BlitGL_hvtile(this, src, txi, x1, y1,
-					&d,
-					alpha);
-			break;
-	}
+    /*
+     * Note that we actually *prevent* the use of "full surface alpha"
+     * and alpha channel in combination - to stay SDL 2D compatible.
+     */
+    if ((src->flags & SDL_SRCALPHA) && (src->format->Amask))
+        alpha = 255;
+    else
+        alpha = src->format->alpha;
 
-	if(txi->temporary)
-		glSDL_FreeTexInfo(this, txi);
+    /* Render! */
+    switch (txi->tilemode) {
+    case GLSDL_TM_SINGLE:
+        glSDL_BlitGL_single (this, txi, x1, y1, &d, alpha);
+        break;
+    case GLSDL_TM_HORIZONTAL:
+        glSDL_BlitGL_htile (this, txi, x1, y1, &d, alpha);
+        break;
+    case GLSDL_TM_VERTICAL:
+        glSDL_BlitGL_vtile (this, txi, x1, y1, &d, alpha);
+        break;
+    case GLSDL_TM_HUGE:
+        glSDL_BlitGL_hvtile (this, src, txi, x1, y1, &d, alpha);
+        break;
+    }
 
-	return 0;
+    if (txi->temporary)
+        glSDL_FreeTexInfo (this, txi);
+
+    return 0;
 }
 
 
-static int glSDL_HWAccelBlit(SDL_Surface *src, SDL_Rect *srcrect,
-		SDL_Surface *dst, SDL_Rect *dstrect)
+static int
+glSDL_HWAccelBlit (SDL_Surface * src, SDL_Rect * srcrect,
+                   SDL_Surface * dst, SDL_Rect * dstrect)
 {
-	SDL_Surface *vs;
+    SDL_Surface *vs;
 
-	if(!src)
-		return GLERET("HWAccelBlit(): No src surface!");
-	if(!dst)
-		return GLERET("HWAccelBlit(): No dst surface!");
+    if (!src)
+        return GLERET ("HWAccelBlit(): No src surface!");
+    if (!dst)
+        return GLERET ("HWAccelBlit(): No dst surface!");
 
-	/*
-	 * Figure out what to do:
-	 *      screen->screen:         glSDL_BlitFromGL() + glSDL_BlitGL()
-	 *      surface->screen:        glSDL_BlitGL()
-	 *      screen->surface:        glSDL_BlitFromGL()
-	 *      surface->surface:       glSDL_SoftBlit()
-	 */
-	vs = SDL_VideoSurface;
-	if(src == vs)
-	{
-		if(dst == vs)
-		{
-			/*
-FIXME: Try glCopyPixels() instead...
-			 */
-			glSDL_BlitFromGL(current_video, srcrect, vs, dstrect);
-			return glSDL_BlitGL(current_video, vs,
-					srcrect, dstrect);
-		}
-		else
-		{
-			return glSDL_BlitFromGL(current_video, srcrect,
-					dst, dstrect);
-		}
-	}
-	else
-	{
-		if(dst == vs)
-		{
-			return glSDL_BlitGL(current_video, src,
-					srcrect, dstrect);
-		}
-		else
-		{
-			glSDL_Invalidate(dst, dstrect);
-			glSDL_SoftBlit(src, srcrect, dst, dstrect);
-			return 0;
-		}
-	}
+    /*
+     * Figure out what to do:
+     *      screen->screen:         glSDL_BlitFromGL() + glSDL_BlitGL()
+     *      surface->screen:        glSDL_BlitGL()
+     *      screen->surface:        glSDL_BlitFromGL()
+     *      surface->surface:       glSDL_SoftBlit()
+     */
+    vs = SDL_VideoSurface;
+    if (src == vs) {
+        if (dst == vs) {
+            /*
+               FIXME: Try glCopyPixels() instead...
+             */
+            glSDL_BlitFromGL (current_video, srcrect, vs, dstrect);
+            return glSDL_BlitGL (current_video, vs, srcrect, dstrect);
+        } else {
+            return glSDL_BlitFromGL (current_video, srcrect, dst, dstrect);
+        }
+    } else {
+        if (dst == vs) {
+            return glSDL_BlitGL (current_video, src, srcrect, dstrect);
+        } else {
+            glSDL_Invalidate (dst, dstrect);
+            glSDL_SoftBlit (src, srcrect, dst, dstrect);
+            return 0;
+        }
+    }
 }
 
 
-static int glSDL_FillHWRect(_THIS, SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color)
+static int
+glSDL_FillHWRect (_THIS, SDL_Surface * dst, SDL_Rect * dstrect, Uint32 color)
 {
-	SDL_Surface *vs = SDL_VideoSurface;
-	int dx1, dy1, dx2, dy2;
-	Uint32 r, g, b;
-	Uint8 br,bg,bb;
+    SDL_Surface *vs = SDL_VideoSurface;
+    int dx1, dy1, dx2, dy2;
+    Uint32 r, g, b;
+    Uint8 br, bg, bb;
 
-	/*
-	 * Some ugly reverse conversion for compatibility...
-	 * (We must do this before losing the dst pointer,
-	 * as the pixel formats of the screen and
-	 * SDL_VideoSurface may differ!)
-	 */
+    /*
+     * Some ugly reverse conversion for compatibility...
+     * (We must do this before losing the dst pointer,
+     * as the pixel formats of the screen and
+     * SDL_VideoSurface may differ!)
+     */
 
-	if (dst->format->palette)
-	{
-		/* this a paletted color */
-		SDL_GetRGB(color,dst->format,&br,&bg,&bb);
-	}
-	else
-	{
-		/* this a RGB color */
-		r = color & dst->format->Rmask;
-		r = r >> dst->format->Rshift;
-		r = r << dst->format->Rloss;
-		br = r;
+    if (dst->format->palette) {
+        /* this a paletted color */
+        SDL_GetRGB (color, dst->format, &br, &bg, &bb);
+    } else {
+        /* this a RGB color */
+        r = color & dst->format->Rmask;
+        r = r >> dst->format->Rshift;
+        r = r << dst->format->Rloss;
+        br = r;
 
-		g = color & dst->format->Gmask;
-		g = g >> dst->format->Gshift;
-		g = g << dst->format->Gloss;
-		bg = g;
+        g = color & dst->format->Gmask;
+        g = g >> dst->format->Gshift;
+        g = g << dst->format->Gloss;
+        bg = g;
 
-		b = color & dst->format->Bmask;
-		b = b >> dst->format->Bshift;
-		b = b << dst->format->Bloss;
-		bb = b;
-	}
+        b = color & dst->format->Bmask;
+        b = b >> dst->format->Bshift;
+        b = b << dst->format->Bloss;
+        bb = b;
+    }
 
-	if(vs != dst)
-	{
-		/* draw a rect offscreen */
-		glSDL_Invalidate(dst, dstrect);
-		/* software-fill the surface by faking it as a SW_SURFACE */
-		dst->flags&=~SDL_HWSURFACE;
-		SDL_FillRect(dst,dstrect,color);
-		dst->flags|=SDL_HWSURFACE;
-	}
-	else
-	{
-		/* draw a rect onscreen */
-		glSDL_do_texture(this, 0);
-		glSDL_do_blend(this, 0);
+    if (vs != dst) {
+        /* draw a rect offscreen */
+        glSDL_Invalidate (dst, dstrect);
+        /* software-fill the surface by faking it as a SW_SURFACE */
+        dst->flags &= ~SDL_HWSURFACE;
+        SDL_FillRect (dst, dstrect, color);
+        dst->flags |= SDL_HWSURFACE;
+    } else {
+        /* draw a rect onscreen */
+        glSDL_do_texture (this, 0);
+        glSDL_do_blend (this, 0);
 
-		dx1 = dstrect->x;
-		dy1 = dstrect->y;
-		dx2 = dx1 + dstrect->w;
-		dy2 = dy1 + dstrect->h;
+        dx1 = dstrect->x;
+        dy1 = dstrect->y;
+        dx2 = dx1 + dstrect->w;
+        dy2 = dy1 + dstrect->h;
 
-		this->glBegin(GL_TRIANGLE_FAN);
-		this->glColor3ub(br, bg, bb);
-		this->glVertex2i(dx1, dy1);
-		this->glVertex2i(dx2, dy1);
-		this->glVertex2i(dx2, dy2);
-		this->glVertex2i(dx1, dy2);
-		this->glEnd();
-	}
-	return 0;
+        this->glBegin (GL_TRIANGLE_FAN);
+        this->glColor3ub (br, bg, bb);
+        this->glVertex2i (dx1, dy1);
+        this->glVertex2i (dx2, dy1);
+        this->glVertex2i (dx2, dy2);
+        this->glVertex2i (dx1, dy2);
+        this->glEnd ();
+    }
+    return 0;
 }
 
-static int glSDL_CheckHWBlit(_THIS, SDL_Surface *src, SDL_Surface *dst)
+static int
+glSDL_CheckHWBlit (_THIS, SDL_Surface * src, SDL_Surface * dst)
 {
-	src->flags |= SDL_HWACCEL;
-	src->map->hw_blit = glSDL_HWAccelBlit;
-	return 1;
+    src->flags |= SDL_HWACCEL;
+    src->map->hw_blit = glSDL_HWAccelBlit;
+    return 1;
 }
 
 
-static SDL_Surface *glSDL_DisplayFormat(SDL_Surface *surface)
+static SDL_Surface *
+glSDL_DisplayFormat (SDL_Surface * surface)
 {
-	SDL_Surface *tmp;
-	int use_rgba = (surface->flags & SDL_SRCCOLORKEY) ||
-		((surface->flags & SDL_SRCALPHA) &&
-		 surface->format->Amask);
+    SDL_Surface *tmp;
+    int use_rgba = (surface->flags & SDL_SRCCOLORKEY) ||
+        ((surface->flags & SDL_SRCALPHA) && surface->format->Amask);
 #ifdef DEBUG_GLSDL
-	fprintf(stderr,"#### glSDL_DisplayFormat()\n");
+    fprintf (stderr, "#### glSDL_DisplayFormat()\n");
 #endif
-	if(use_rgba)
-		tmp = glSDL_ConvertSurface(surface, RGBAfmt, SDL_SWSURFACE);
-	else
-		tmp = glSDL_ConvertSurface(surface, RGBfmt, SDL_SWSURFACE);
-	if(!tmp)
-	{
-		GLERR("glSDL_DisplayFormat() could not convert surface!");
-		return NULL;
-	}
-	SDL_SetAlpha(tmp, 0, 0);
+    if (use_rgba)
+        tmp = glSDL_ConvertSurface (surface, RGBAfmt, SDL_SWSURFACE);
+    else
+        tmp = glSDL_ConvertSurface (surface, RGBfmt, SDL_SWSURFACE);
+    if (!tmp) {
+        GLERR ("glSDL_DisplayFormat() could not convert surface!");
+        return NULL;
+    }
+    SDL_SetAlpha (tmp, 0, 0);
 
-	if(surface->flags & SDL_SRCCOLORKEY)
-	{
-		/*
-		 * We drop colorkey data here, but we have to,
-		 * or we'll run into trouble when converting,
-		 * in particular from indexed color formats.
-		 */
-		SDL_SetColorKey(tmp, SDL_SRCCOLORKEY,
-				surface->format->colorkey);
-		glSDL_key2alpha(tmp);
-		SDL_SetColorKey(tmp, 0, 0);
-	}
+    if (surface->flags & SDL_SRCCOLORKEY) {
+        /*
+         * We drop colorkey data here, but we have to,
+         * or we'll run into trouble when converting,
+         * in particular from indexed color formats.
+         */
+        SDL_SetColorKey (tmp, SDL_SRCCOLORKEY, surface->format->colorkey);
+        glSDL_key2alpha (tmp);
+        SDL_SetColorKey (tmp, 0, 0);
+    }
 
-	return tmp;
+    return tmp;
 }
 
 
-static SDL_Surface *glSDL_DisplayFormatAlpha(SDL_Surface *surface)
+static SDL_Surface *
+glSDL_DisplayFormatAlpha (SDL_Surface * surface)
 {
-	SDL_Surface *s, *tmp;
-	tmp = glSDL_ConvertSurface(surface, RGBAfmt, SDL_SWSURFACE);
+    SDL_Surface *s, *tmp;
+    tmp = glSDL_ConvertSurface (surface, RGBAfmt, SDL_SWSURFACE);
 #ifdef DEBUG_GLSDL
-	fprintf(stderr,"#### glSDL_DisplayFormatAlpha()\n");
+    fprintf (stderr, "#### glSDL_DisplayFormatAlpha()\n");
 #endif
-	if(!tmp)
-		return NULL;
+    if (!tmp)
+        return NULL;
 
-	SDL_SetAlpha(tmp, 0, 0);
-	SDL_SetColorKey(tmp, 0, 0);
-	s = glSDL_CreateRGBASurface(surface->w, surface->h);
-	if(!s)
-	{
-		SDL_FreeSurface(tmp);
-		return NULL;
-	}
-	glSDL_SoftBlit(tmp, NULL, s, NULL);
-	SDL_FreeSurface(tmp);
+    SDL_SetAlpha (tmp, 0, 0);
+    SDL_SetColorKey (tmp, 0, 0);
+    s = glSDL_CreateRGBASurface (surface->w, surface->h);
+    if (!s) {
+        SDL_FreeSurface (tmp);
+        return NULL;
+    }
+    glSDL_SoftBlit (tmp, NULL, s, NULL);
+    SDL_FreeSurface (tmp);
 
-	if(surface->flags & SDL_SRCCOLORKEY)
-	{
-		SDL_SetColorKey(s, SDL_SRCCOLORKEY,
-				surface->format->colorkey);
-		glSDL_key2alpha(s);
-		SDL_SetColorKey(s, 0, 0);
-	}
+    if (surface->flags & SDL_SRCCOLORKEY) {
+        SDL_SetColorKey (s, SDL_SRCCOLORKEY, surface->format->colorkey);
+        glSDL_key2alpha (s);
+        SDL_SetColorKey (s, 0, 0);
+    }
 
-	if(surface->flags & SDL_SRCALPHA)
-		SDL_SetAlpha(s, SDL_SRCALPHA,
-				surface->format->alpha);
-	return s;
+    if (surface->flags & SDL_SRCALPHA)
+        SDL_SetAlpha (s, SDL_SRCALPHA, surface->format->alpha);
+    return s;
 }
 
 
@@ -2228,210 +2142,213 @@
   glSDL specific API extensions
   ----------------------------------------------------------*/
 
-static void glSDL_Invalidate(SDL_Surface *surface, SDL_Rect *area)
+static void
+glSDL_Invalidate (SDL_Surface * surface, SDL_Rect * area)
 {
-	private_hwdata *txi;
-	if(!surface)
-		return;
-	txi = glSDL_GetTexInfo(surface);
-	if(!txi)
-		return;
-	if(!area)
-	{
-		txi->invalid_area.x = 0;
-		txi->invalid_area.y = 0;
-		txi->invalid_area.w = surface->w;
-		txi->invalid_area.h = surface->h;
-		return;
-	}
-	txi->invalid_area = *area;
+    private_hwdata *txi;
+    if (!surface)
+        return;
+    txi = glSDL_GetTexInfo (surface);
+    if (!txi)
+        return;
+    if (!area) {
+        txi->invalid_area.x = 0;
+        txi->invalid_area.y = 0;
+        txi->invalid_area.w = surface->w;
+        txi->invalid_area.h = surface->h;
+        return;
+    }
+    txi->invalid_area = *area;
 }
 
 
-static void glSDL_SetLogicSize(_THIS, SDL_Surface *surface, int w, int h)
+static void
+glSDL_SetLogicSize (_THIS, SDL_Surface * surface, int w, int h)
 {
-	SDL_Rect r;
-	private_hwdata *txi;
-	if(!IS_GLSDL_SURFACE(surface))
-		return;
+    SDL_Rect r;
+    private_hwdata *txi;
+    if (!IS_GLSDL_SURFACE (surface))
+        return;
 
-	txi = glSDL_GetTexInfo(surface);
+    txi = glSDL_GetTexInfo (surface);
 
-	txi->lw = w;
-	txi->lh = h;
+    txi->lw = w;
+    txi->lh = h;
 
-	if(SDL_VideoSurface != surface)
-		return;
+    if (SDL_VideoSurface != surface)
+        return;
 
-	r.x = r.y = 0;
-	r.w = w;
-	r.h = h;
-	glSDL_SetClipRect(this, surface, &r);
+    r.x = r.y = 0;
+    r.w = w;
+    r.h = h;
+    glSDL_SetClipRect (this, surface, &r);
 
-	this->glMatrixMode(GL_MODELVIEW);
-	this->glLoadIdentity();
-	this->glTranslated(0.0f, 0.0f, 0.0f);
+    this->glMatrixMode (GL_MODELVIEW);
+    this->glLoadIdentity ();
+    this->glTranslated (0.0f, 0.0f, 0.0f);
 
-	this->glDisable(GL_DEPTH_TEST);
-	this->glDisable(GL_CULL_FACE);
+    this->glDisable (GL_DEPTH_TEST);
+    this->glDisable (GL_CULL_FACE);
 
-	glSDL_reset();
+    glSDL_reset ();
 }
 
-static int glSDL_InitTexture(_THIS, SDL_Surface *datasurf, private_hwdata *txi, int tex)
+static int
+glSDL_InitTexture (_THIS, SDL_Surface * datasurf, private_hwdata * txi,
+                   int tex)
 {
-	this->glGenTextures(1, (GLuint *)&txi->texture[tex]);
-	this->glBindTexture(GL_TEXTURE_2D, txi->texture[tex]);
-	glstate.texture = txi->texture[tex];
-	this->glPixelStorei(GL_UNPACK_ROW_LENGTH, datasurf->pitch /
-			datasurf->format->BytesPerPixel);
-	this->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-	this->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-	this->glTexImage2D(GL_TEXTURE_2D, 0,
-			datasurf->format->Amask ? GL_RGBA8 : GL_RGB8,
-			txi->texsize, txi->texsize, 0,
-			datasurf->format->Amask ? GL_RGBA : GL_RGB,
-			GL_UNSIGNED_BYTE, NULL);
-#ifdef DEBUG_GLSDL		
-	glSDL_print_glerror(this, 1);
+    this->glGenTextures (1, (GLuint *) & txi->texture[tex]);
+    this->glBindTexture (GL_TEXTURE_2D, txi->texture[tex]);
+    glstate.texture = txi->texture[tex];
+    this->glPixelStorei (GL_UNPACK_ROW_LENGTH, datasurf->pitch /
+                         datasurf->format->BytesPerPixel);
+    this->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+    this->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+    this->glTexImage2D (GL_TEXTURE_2D, 0,
+                        datasurf->format->Amask ? GL_RGBA8 : GL_RGB8,
+                        txi->texsize, txi->texsize, 0,
+                        datasurf->format->Amask ? GL_RGBA : GL_RGB,
+                        GL_UNSIGNED_BYTE, NULL);
+#ifdef DEBUG_GLSDL
+    glSDL_print_glerror (this, 1);
 #endif
-	return 0;
+    return 0;
 }
 
 
 /* Image tiled horizontally (wide surface), or not at all */
-static int glSDL_UploadHoriz(_THIS, SDL_Surface *datasurf, private_hwdata *txi)
+static int
+glSDL_UploadHoriz (_THIS, SDL_Surface * datasurf, private_hwdata * txi)
 {
-	int bpp = datasurf->format->BytesPerPixel;
-	int res;
-	int tex = 0;
-	int fromx = 0;
-	int toy = txi->texsize;	/* To init first texture */
-	while(1)
-	{
-		int thistw = datasurf->w - fromx;
-		if(thistw > txi->tilew)
-			thistw = txi->tilew;
-		else if(thistw <= 0)
-			break;
-		if(toy + txi->tileh > txi->texsize)
-		{
-			toy = 0;
-			res = glSDL_InitTexture(this, datasurf, txi, tex);
-			if(res < 0)
-				return res;
-			++tex;
-		}
-		this->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, toy,
-				thistw, txi->tileh,
-				datasurf->format->Amask ? GL_RGBA : GL_RGB,
-				GL_UNSIGNED_BYTE,
-				(char *)datasurf->pixels + bpp * fromx);
-#ifdef DEBUG_GLSDL		
-		glSDL_print_glerror(this, 2);
+    int bpp = datasurf->format->BytesPerPixel;
+    int res;
+    int tex = 0;
+    int fromx = 0;
+    int toy = txi->texsize;     /* To init first texture */
+    while (1) {
+        int thistw = datasurf->w - fromx;
+        if (thistw > txi->tilew)
+            thistw = txi->tilew;
+        else if (thistw <= 0)
+            break;
+        if (toy + txi->tileh > txi->texsize) {
+            toy = 0;
+            res = glSDL_InitTexture (this, datasurf, txi, tex);
+            if (res < 0)
+                return res;
+            ++tex;
+        }
+        this->glTexSubImage2D (GL_TEXTURE_2D, 0, 0, toy,
+                               thistw, txi->tileh,
+                               datasurf->format->Amask ? GL_RGBA : GL_RGB,
+                               GL_UNSIGNED_BYTE,
+                               (char *) datasurf->pixels + bpp * fromx);
+#ifdef DEBUG_GLSDL
+        glSDL_print_glerror (this, 2);
 #endif
-		fromx += txi->tilew;
-		toy += txi->tileh;
-	}
-	return 0;
+        fromx += txi->tilew;
+        toy += txi->tileh;
+    }
+    return 0;
 }
 
 
 /* Image tiled vertically (tall surface) */
-static int glSDL_UploadVert(_THIS, SDL_Surface *datasurf, private_hwdata *txi)
+static int
+glSDL_UploadVert (_THIS, SDL_Surface * datasurf, private_hwdata * txi)
 {
-	int res;
-	int tex = 0;
-	int fromy = 0;
-	int tox = txi->texsize;	/* To init first texture */
-	while(1)
-	{
-		int thisth = datasurf->h - fromy;
-		if(thisth > txi->tileh)
-			thisth = txi->tileh;
-		else if(thisth <= 0)
-			break;
-		if(tox + txi->tilew > txi->texsize)
-		{
-			tox = 0;
-			res = glSDL_InitTexture(this, datasurf, txi, tex);
-			if(res < 0)
-				return res;
-			++tex;
-		}
-		this->glTexSubImage2D(GL_TEXTURE_2D, 0, tox, 0,
-				txi->tilew, thisth,
-				datasurf->format->Amask ? GL_RGBA : GL_RGB,
-				GL_UNSIGNED_BYTE,
-				(char *)datasurf->pixels + datasurf->pitch * fromy);
-#ifdef DEBUG_GLSDL		
-		glSDL_print_glerror(this, 3);
+    int res;
+    int tex = 0;
+    int fromy = 0;
+    int tox = txi->texsize;     /* To init first texture */
+    while (1) {
+        int thisth = datasurf->h - fromy;
+        if (thisth > txi->tileh)
+            thisth = txi->tileh;
+        else if (thisth <= 0)
+            break;
+        if (tox + txi->tilew > txi->texsize) {
+            tox = 0;
+            res = glSDL_InitTexture (this, datasurf, txi, tex);
+            if (res < 0)
+                return res;
+            ++tex;
+        }
+        this->glTexSubImage2D (GL_TEXTURE_2D, 0, tox, 0,
+                               txi->tilew, thisth,
+                               datasurf->format->Amask ? GL_RGBA : GL_RGB,
+                               GL_UNSIGNED_BYTE,
+                               (char *) datasurf->pixels +
+                               datasurf->pitch * fromy);
+#ifdef DEBUG_GLSDL
+        glSDL_print_glerror (this, 3);
 #endif
-		fromy += txi->tileh;
-		tox += txi->tilew;
-	}
-	return 0;
+        fromy += txi->tileh;
+        tox += txi->tilew;
+    }
+    return 0;
 }
 
 
 /* Image tiled two-way (huge surface) */
-static int glSDL_UploadHuge(_THIS, SDL_Surface *datasurf, private_hwdata *txi)
+static int
+glSDL_UploadHuge (_THIS, SDL_Surface * datasurf, private_hwdata * txi)
 {
-	int bpp = datasurf->format->BytesPerPixel;
-	int res;
-	int tex = 0;
-	int y = 0;
-	while(y < datasurf->h)
-	{
-		int x;
-		int thisth = datasurf->h - y;
-		if(thisth > txi->tileh)
-			thisth = txi->tileh;
-		x = 0;
-		while(x < datasurf->w)
-		{
-			int thistw = datasurf->w - x;
-			if(thistw > txi->tilew)
-				thistw = txi->tilew;
-			res = glSDL_InitTexture(this, datasurf, txi, tex++);
-			if(res < 0)
-				return res;
-			this->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
-					thistw, thisth,
-					datasurf->format->Amask ? GL_RGBA : GL_RGB,
-					GL_UNSIGNED_BYTE,
-					(char *)datasurf->pixels +
-					datasurf->pitch * y + bpp * x);
-#ifdef DEBUG_GLSDL		
-			fprintf(stderr,"glTexSubImage(x = %d, y = %d, w = %d, h = %d)\n",
-					x, y, thistw, thisth);
-			glSDL_print_glerror(this, 4);
+    int bpp = datasurf->format->BytesPerPixel;
+    int res;
+    int tex = 0;
+    int y = 0;
+    while (y < datasurf->h) {
+        int x;
+        int thisth = datasurf->h - y;
+        if (thisth > txi->tileh)
+            thisth = txi->tileh;
+        x = 0;
+        while (x < datasurf->w) {
+            int thistw = datasurf->w - x;
+            if (thistw > txi->tilew)
+                thistw = txi->tilew;
+            res = glSDL_InitTexture (this, datasurf, txi, tex++);
+            if (res < 0)
+                return res;
+            this->glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0,
+                                   thistw, thisth,
+                                   datasurf->format->
+                                   Amask ? GL_RGBA : GL_RGB,
+                                   GL_UNSIGNED_BYTE,
+                                   (char *) datasurf->pixels +
+                                   datasurf->pitch * y + bpp * x);
+#ifdef DEBUG_GLSDL
+            fprintf (stderr,
+                     "glTexSubImage(x = %d, y = %d, w = %d, h = %d)\n", x,
+                     y, thistw, thisth);
+            glSDL_print_glerror (this, 4);
 #endif
-			x += txi->tilew;
-		}
-		y += txi->tileh;
-	}
-	return 0;
+            x += txi->tilew;
+        }
+        y += txi->tileh;
+    }
+    return 0;
 }
 
 
 /* Upload all textures for a surface. */
-static int glSDL_UploadTextures(_THIS, SDL_Surface *datasurf, private_hwdata *txi)
+static int
+glSDL_UploadTextures (_THIS, SDL_Surface * datasurf, private_hwdata * txi)
 {
-	switch(txi->tilemode)
-	{
-	  case GLSDL_TM_SINGLE:
-	  case GLSDL_TM_HORIZONTAL:
-		glSDL_UploadHoriz(this, datasurf, txi);
-		break;
-	  case GLSDL_TM_VERTICAL:
-		glSDL_UploadVert(this, datasurf, txi);
-		break;
-	  case GLSDL_TM_HUGE:
-		glSDL_UploadHuge(this, datasurf, txi);
-		break;
-	}
-	return 0;
+    switch (txi->tilemode) {
+    case GLSDL_TM_SINGLE:
+    case GLSDL_TM_HORIZONTAL:
+        glSDL_UploadHoriz (this, datasurf, txi);
+        break;
+    case GLSDL_TM_VERTICAL:
+        glSDL_UploadVert (this, datasurf, txi);
+        break;
+    case GLSDL_TM_HUGE:
+        glSDL_UploadHuge (this, datasurf, txi);
+        break;
+    }
+    return 0;
 }
 
 
@@ -2446,128 +2363,117 @@
  *	since it means that glSDL cannot track changes in
  *	the pixel data of 'texture'.
  */
-static private_hwdata *glSDL_UploadSurface(_THIS, SDL_Surface *surface)
+static private_hwdata *
+glSDL_UploadSurface (_THIS, SDL_Surface * surface)
 {
-	int i;
-	int converted = 0;
-	private_hwdata *txi = glSDL_GetTexInfo(surface);
+    int i;
+    int converted = 0;
+    private_hwdata *txi = glSDL_GetTexInfo (surface);
 
-	if(IS_GLSDL_SURFACE(surface))
-	{
-		/*
-		 * Ok, this is a glSDL surface, and it *might* be
-		 * in texture memory already. If so, it may need
-		 * an update.
-		 */
-		if(txi->invalid_area.w)
-		{
-			glSDL_UnloadTexture(this, txi);
-		}
-		else
-		{
-			int missing = 0;
-			if(txi->textures)
-			{
-				for(i = 0; i < txi->textures; ++i)
-					if(GLSDL_NOTEX == txi->texture[i])
-					{
-						missing = 1;
-						break;
-					}
-				if(!missing)
-					return txi;	/* They're already there! */
-			}
-		}
-	}
-	else
-	{
-		/*
-		 * Nope, this isn't (yet) a glSDL surface. Let's
-		 * try to either make it one, or set up a temporary
-		 * TexInfo for it, valid for only one blit.
-		 */
-		if( (surface->flags & SDL_HWSURFACE) == SDL_HWSURFACE )
-		{
-			txi = glSDL_AddTexInfo(this, surface);
-			if(!txi)
-			{
-				GLERR("UploadSurface(): Could not add TexInfo!");
-				return NULL;
-			}
-			surface->flags |= SDL_HWSURFACE;
-			surface->flags |= SDL_HWACCEL;
-		}
-		else
-		{
-			/* 
-			 * FIXME
-			 * here if the surface is small enough, it's a good 
-			 * candidate for a blit using glDrawPixels instead 
-			 * of a texture blit
-			 */
-			txi = glSDL_CreateTempTexInfo(this, surface);
-			if(!txi)
-			{
-				GLERR("UploadSurface(): Could not create temp TexInfo!");
-				return NULL;
-			}
-		}
-	}
+    if (IS_GLSDL_SURFACE (surface)) {
+        /*
+         * Ok, this is a glSDL surface, and it *might* be
+         * in texture memory already. If so, it may need
+         * an update.
+         */
+        if (txi->invalid_area.w) {
+            glSDL_UnloadTexture (this, txi);
+        } else {
+            int missing = 0;
+            if (txi->textures) {
+                for (i = 0; i < txi->textures; ++i)
+                    if (GLSDL_NOTEX == txi->texture[i]) {
+                        missing = 1;
+                        break;
+                    }
+                if (!missing)
+                    return txi; /* They're already there! */
+            }
+        }
+    } else {
+        /*
+         * Nope, this isn't (yet) a glSDL surface. Let's
+         * try to either make it one, or set up a temporary
+         * TexInfo for it, valid for only one blit.
+         */
+        if ((surface->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
+            txi = glSDL_AddTexInfo (this, surface);
+            if (!txi) {
+                GLERR ("UploadSurface(): Could not add TexInfo!");
+                return NULL;
+            }
+            surface->flags |= SDL_HWSURFACE;
+            surface->flags |= SDL_HWACCEL;
+        } else {
+            /* 
+             * FIXME
+             * here if the surface is small enough, it's a good 
+             * candidate for a blit using glDrawPixels instead 
+             * of a texture blit
+             */
+            txi = glSDL_CreateTempTexInfo (this, surface);
+            if (!txi) {
+                GLERR ("UploadSurface(): Could not create temp TexInfo!");
+                return NULL;
+            }
+        }
+    }
 
-	if(txi->texsize > maxtexsize)
-	{
-		/* This surface wasn't tiled properly... */
-		if(txi->temporary)
-			glSDL_FreeTexInfo(this, txi);
-		GLERR("UploadSurface(): Too large texture!");
-		return NULL;
-	}
+    if (txi->texsize > maxtexsize) {
+        /* This surface wasn't tiled properly... */
+        if (txi->temporary)
+            glSDL_FreeTexInfo (this, txi);
+        GLERR ("UploadSurface(): Too large texture!");
+        return NULL;
+    }
 
-	/*
-	 * Kludge: Convert if not of preferred RGB or RGBA format.
-	 *
-	 *	Conversion should only be done when *really* needed.
-	 *	That is, it should rarely have to be done with OpenGL
-	 *	1.2+.
-	 *
-	 *	Besides, any surface that's been SDL_DisplayFormat()ed
-	 *	should already be in the best known OpenGL format -
-	 *	preferably one that makes DMA w/o conversion possible.
-	 */
-	if(!glSDL_FormatIsOk(surface))
-	{
-#ifdef DEBUG_GLSDL		
-		fprintf(stderr, "glSDL: WARNING: On-the-fly conversion performed!\n");
+    /*
+     * Kludge: Convert if not of preferred RGB or RGBA format.
+     *
+     *      Conversion should only be done when *really* needed.
+     *      That is, it should rarely have to be done with OpenGL
+     *      1.2+.
+     *
+     *      Besides, any surface that's been SDL_DisplayFormat()ed
+     *      should already be in the best known OpenGL format -
+     *      preferably one that makes DMA w/o conversion possible.
+     */
+    if (!glSDL_FormatIsOk (surface)) {
+#ifdef DEBUG_GLSDL
+        fprintf (stderr,
+                 "glSDL: WARNING: On-the-fly conversion performed!\n");
 #endif
-		converted = 1;
-		/* NOTE: We forget about the original surface here. */
-		if(surface->format->Amask)
-			surface = glSDL_DisplayFormatAlpha(surface);
-		else
-			surface = glSDL_DisplayFormat(surface);
-		if(!surface)
-		{
-			GLERR("UploadSurface(): Could not convert surface!");
-			if(txi->temporary)
-				glSDL_FreeTexInfo(this, txi);
-			return NULL;
-		}
-	}
+        converted = 1;
+        /* NOTE: We forget about the original surface here. */
+        if (surface->format->Amask)
+            surface = glSDL_DisplayFormatAlpha (surface);
+        else
+            surface = glSDL_DisplayFormat (surface);
+        if (!surface) {
+            GLERR ("UploadSurface(): Could not convert surface!");
+            if (txi->temporary)
+                glSDL_FreeTexInfo (this, txi);
+            return NULL;
+        }
+    }
 
-	glSDL_UploadTextures(this, surface, txi);
+    glSDL_UploadTextures (this, surface, txi);
 
-	if(converted)
-		SDL_FreeSurface(surface);
+    if (converted)
+        SDL_FreeSurface (surface);
 
-	return txi;
+    return txi;
 }
 
 
-static void glSDL_UnloadTexture(_THIS, private_hwdata *txi)
+static void
+glSDL_UnloadTexture (_THIS, private_hwdata * txi)
 {
-	int i;
-	for(i = 0; i < txi->textures; ++i)
-		if(txi->texture[i] != GLSDL_NOTEX)
-			this->glDeleteTextures(1, &txi->texture[i]);
-	SDL_memset(&txi->invalid_area, 0, sizeof(txi->invalid_area));
+    int i;
+    for (i = 0; i < txi->textures; ++i)
+        if (txi->texture[i] != GLSDL_NOTEX)
+            this->glDeleteTextures (1, &txi->texture[i]);
+    SDL_memset (&txi->invalid_area, 0, sizeof (txi->invalid_area));
 }
+
+/* vi: set ts=4 sw=4 expandtab: */