diff src/video/uikit/SDL_uikitopengles.m @ 5134:7b7da52e8775

Fixed spacing
author Sam Lantinga <slouken@libsdl.org>
date Tue, 01 Feb 2011 08:59:22 -0800
parents 06c7423f8c60
children 5f09cb749d75
line wrap: on
line diff
--- a/src/video/uikit/SDL_uikitopengles.m	Tue Feb 01 08:54:34 2011 -0800
+++ b/src/video/uikit/SDL_uikitopengles.m	Tue Feb 01 08:59:22 2011 -0800
@@ -35,42 +35,42 @@
 
 void *
 UIKit_GL_GetProcAddress(_THIS, const char *proc)
-{	
-	/* Look through all SO's for the proc symbol.  Here's why:
-	   -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator.
-	   -We don't know that the path won't change in the future.
-	*/
+{    
+    /* Look through all SO's for the proc symbol.  Here's why:
+       -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator.
+       -We don't know that the path won't change in the future.
+    */
     return SDL_LoadFunction(RTLD_DEFAULT, proc);
 }
 
 /*
-	note that SDL_GL_Delete context makes it current without passing the window
+    note that SDL_GL_Delete context makes it current without passing the window
 */
 int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
 {
-	
-	if (context) {
-		SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
-		[data->view setCurrentContext];
-	}
-	else {
-		[EAGLContext setCurrentContext: nil];
-	}
-		
+    
+    if (context) {
+        SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
+        [data->view setCurrentContext];
+    }
+    else {
+        [EAGLContext setCurrentContext: nil];
+    }
+        
     return 0;
 }
 
 int
 UIKit_GL_LoadLibrary(_THIS, const char *path)
 {
-	/* 
-		shouldn't be passing a path into this function 
-		why?  Because we've already loaded the library
-		and because the SDK forbids loading an external SO
-	*/
+    /* 
+        shouldn't be passing a path into this function 
+        why?  Because we've already loaded the library
+        and because the SDK forbids loading an external SO
+    */
     if (path != NULL) {
-		SDL_SetError("iPhone GL Load Library just here for compatibility");
-		return -1;
+        SDL_SetError("iPhone GL Load Library just here for compatibility");
+        return -1;
     }
     return 0;
 }
@@ -84,65 +84,63 @@
     SDL_UIKit_UpdateBatteryMonitoring();
     #endif
 
-	SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
-	
-	if (nil == data->view) {
-		return;
-	}
-	[data->view swapBuffers];
-	/* since now we've got something to draw
-	   make the window visible */
-	[data->uiwindow makeKeyAndVisible];
+    SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
+    
+    if (nil == data->view) {
+        return;
+    }
+    [data->view swapBuffers];
+    /* since now we've got something to draw
+       make the window visible */
+    [data->uiwindow makeKeyAndVisible];
 
-	/* we need to let the event cycle run, or the OS won't update the OpenGL view! */
-	SDL_PumpEvents();
-	
+    /* we need to let the event cycle run, or the OS won't update the OpenGL view! */
+    SDL_PumpEvents();
+    
 }
 
 SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
 {
-	SDL_uikitopenglview *view;
-	SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
+    SDL_uikitopenglview *view;
+    SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
     UIScreen *uiscreen = (UIScreen *) window->display->driverdata;
-	UIWindow *uiwindow = data->uiwindow;
+    UIWindow *uiwindow = data->uiwindow;
 
     /* construct our view, passing in SDL's OpenGL configuration data */
     view = [[SDL_uikitopenglview alloc] initWithFrame: [uiwindow bounds] \
-									retainBacking: _this->gl_config.retained_backing \
-									rBits: _this->gl_config.red_size \
-									gBits: _this->gl_config.green_size \
-									bBits: _this->gl_config.blue_size \
-									aBits: _this->gl_config.alpha_size \
-									depthBits: _this->gl_config.depth_size];
-	
-	data->view = view;
-	
-	/* add the view to our window */
-	[uiwindow addSubview: view ];
-	
-	/* Don't worry, the window retained the view */
-	[view release];
-	
-	if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) {
+                                    retainBacking: _this->gl_config.retained_backing \
+                                    rBits: _this->gl_config.red_size \
+                                    gBits: _this->gl_config.green_size \
+                                    bBits: _this->gl_config.blue_size \
+                                    aBits: _this->gl_config.alpha_size \
+                                    depthBits: _this->gl_config.depth_size];
+    
+    data->view = view;
+    
+    /* add the view to our window */
+    [uiwindow addSubview: view ];
+    
+    /* Don't worry, the window retained the view */
+    [view release];
+    
+    if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) {
         UIKit_GL_DeleteContext(_this, view);
         return NULL;
     }
 
-	/* Make this window the current mouse focus for touch input */
-	SDL_SetMouseFocus(window);
-	SDL_SetKeyboardFocus(window);
+    /* Make this window the current mouse focus for touch input */
+    SDL_SetMouseFocus(window);
+    SDL_SetKeyboardFocus(window);
 
-	return view;
+    return view;
 }
 
 void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
 {
-	/* the delegate has retained the view, this will release him */
-	SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
-	/* this will also delete it */
-	[view removeFromSuperview];
-	
-	return;
+    /* the delegate has retained the view, this will release him */
+    SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
+    /* this will also delete it */
+    [view removeFromSuperview];
 }