style cleanup
authorCampbell Barton <ideasman42@gmail.com>
Sat, 18 May 2013 11:37:49 +0000 (11:37 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Sat, 18 May 2013 11:37:49 +0000 (11:37 +0000)
source/blender/editors/animation/anim_draw.c
source/blender/editors/sculpt_paint/paint_stroke.c
source/blender/editors/space_sequencer/sequencer_draw.c

index 8ebb13febec28a25e797c669ba067f60f52d23d4..8299446bfdaab514cc1fffcf7eb8e2f2ad4b8619 100644 (file)
@@ -262,9 +262,9 @@ void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
                glColor4f(0.0f, 0.0f, 0.0f, 0.4f);
                
                /* only draw two separate 'curtains' if there's no overlap between them */
-               if (PSFRA < PEFRA+end_frame_width) {
+               if (PSFRA < PEFRA + end_frame_width) {
                        glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
-                       glRectf((float)(PEFRA+end_frame_width), v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
+                       glRectf((float)(PEFRA + end_frame_width), v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
                }
                else {
                        glRectf(v2d->cur.xmin, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
index ea5175df39ab0be6fdedad884144e95f1e3b945a..2c2ed40b403f44d54c35e9e23c47d31362e993e4 100644 (file)
@@ -389,17 +389,17 @@ static float paint_space_stroke_spacing_variable(const Scene *scene, PaintStroke
                 * are aligned nicely with no overlap. for this the spacing needs to be
                 * the average of the previous and next size. */
                float s = paint_space_stroke_spacing(scene, stroke, 1.0f, pressure);
-               float q = s*dpressure/(2.0f*length);
-               float pressure_fac = (1.0f + q)/(1.0f - q);
+               float q = s * dpressure / (2.0f * length);
+               float pressure_fac = (1.0f + q) / (1.0f - q);
 
                float last_size_pressure = stroke->last_pressure;
-               float new_size_pressure = stroke->last_pressure*pressure_fac;
+               float new_size_pressure = stroke->last_pressure * pressure_fac;
 
                /* average spacing */
                float last_spacing = paint_space_stroke_spacing(scene, stroke, last_size_pressure, pressure);
                float new_spacing = paint_space_stroke_spacing(scene, stroke, new_size_pressure, pressure);
 
-               return 0.5f*(last_spacing + new_spacing);
+               return 0.5f * (last_spacing + new_spacing);
        }
        else {
                /* no size pressure */
@@ -432,9 +432,9 @@ static int paint_space_stroke(bContext *C, wmOperator *op, const float final_mou
                        float spacing = paint_space_stroke_spacing_variable(scene, stroke, pressure, dpressure, length);
                        
                        if (length >= spacing) {
-                               mouse[0] = stroke->last_mouse_position[0] + dmouse[0]*spacing;
-                               mouse[1] = stroke->last_mouse_position[1] + dmouse[1]*spacing;
-                               pressure = stroke->last_pressure + (spacing/length)*dpressure;
+                               mouse[0] = stroke->last_mouse_position[0] + dmouse[0] * spacing;
+                               mouse[1] = stroke->last_mouse_position[1] + dmouse[1] * spacing;
+                               pressure = stroke->last_pressure + (spacing / length) * dpressure;
 
                                paint_brush_stroke_add_step(C, op, mouse, pressure);
 
index f84cca900829b13b390314a14068abacc2ba410c..4c6787b90e2ba33b1c29bfd2c9778351afae142f 100644 (file)
@@ -1381,7 +1381,7 @@ static void seq_draw_sfra_efra(Scene *scene, View2D *v2d)
         * frame range used is preview range or scene range */
        UI_ThemeColorShadeAlpha(TH_BACK, -25, -100);
 
-       if (PSFRA < PEFRA+1) {
+       if (PSFRA < PEFRA + 1) {
                glRectf(v2d->cur.xmin, v2d->cur.ymin, (float)PSFRA, v2d->cur.ymax);
                glRectf((float)(PEFRA + 1), v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
        }