t_ilm_float targetX2 = targetX1 + horizontalScale * targetSurfaceProperties.destWidth;
t_ilm_float verticalScale = targetLayerProperties.sourceHeight ?
- 1.0 * targetLayerProperties.destHeight/ targetLayerProperties.sourceHeight : 0;
+ 1.0 * targetLayerProperties.destHeight / targetLayerProperties.sourceHeight : 0;
t_ilm_float targetY1 = targetLayerProperties.destY + verticalScale
* (targetSurfaceProperties.destY - targetLayerProperties.sourceY);
t_scene_data& scene = *pScene;
//get screen information
- t_ilm_uint screenWidth = 0, screenHeight = 0;
+ t_ilm_uint screenWidth = 0;
+ t_ilm_uint screenHeight = 0;
ilmErrorTypes callResult = ilm_getScreenResolution(0, &screenWidth, &screenHeight);
if (ILM_SUCCESS != callResult)
signal(SIGALRM, SIG_DFL);
- cout << (runs/runtimeInSec) << " transactions/second\n";
+ cout << (runs / runtimeInSec) << " transactions/second\n";
}
void setSurfaceKeyboardFocus(t_ilm_surface surface)
drmModeConnector* connector;
drmModeRes* resources;
- int x = 0, y = 0;
+ int x = 0;
+ int y = 0;
resources = drmModeGetResources(m_fdDev);
if (!resources)
uniforms.x = layerDestinationRegion.x / m_displayWidth;
uniforms.y = 1.0f - (layerDestinationRegion.y + layerDestinationRegion.height) / m_displayHeight;
- uniforms.width = layerDestinationRegion.width / m_displayWidth;
+ uniforms.width = layerDestinationRegion.width / m_displayWidth;
uniforms.height = layerDestinationRegion.height / m_displayHeight;
uniforms.opacity[0] = m_currentLayer->getOpacity();
uniforms.texRange[0][0] = textureCoordinates[2] - textureCoordinates[0];
unsigned char green = 0;
unsigned char blue = 0;
m_currentLayer->getChromaKey(red, green, blue);
- uniforms.chromaKey[0] = (float)red / 255.0f;
+ uniforms.chromaKey[0] = (float)red / 255.0f;
uniforms.chromaKey[1] = (float)green / 255.0f;
- uniforms.chromaKey[2] = (float)blue / 255.0f;
+ uniforms.chromaKey[2] = (float)blue / 255.0f;
}
glEnable(GL_BLEND);
// top left
glTexCoord2f(textureCoordinates[0], textureCoordinates[1]);
- glVertex2d((float)targetSurfaceDestination.x/m_windowWidth * 2 - 1, 1 - (float)targetSurfaceDestination.y / m_windowHeight * 2);
+ glVertex2d((float)targetSurfaceDestination.x / m_windowWidth * 2 - 1, 1 - (float)targetSurfaceDestination.y / m_windowHeight * 2);
glEnd();
m_binder->unbindSurfaceTexture(currentSurface);
if (windowPixmap == 0)
{
LOG_ERROR("X11EglImage", "didnt create pixmap!");
- } else {
+ }
+ else
+ {
nativeSurface->pixmap = windowPixmap;
}
nativeSurface->texture = 0;
}
// We have to clean up the XServer side pixmap too
- if (nativeSurface && nativeSurface->pixmap )
+ if (nativeSurface && nativeSurface->pixmap)
{
XFreePixmap(m_x11display, nativeSurface->pixmap);
nativeSurface->pixmap = None;
touchpad->pressure.touch_high = pressure_min + 1;
break;
default:
- touchpad->pressure.touch_low = pressure_min + range * (25.0/256.0);
- touchpad->pressure.touch_high = pressure_min + range * (30.0/256.0);
+ touchpad->pressure.touch_low = pressure_min + range * (25.0 / 256.0);
+ touchpad->pressure.touch_high = pressure_min + range * (30.0 / 256.0);
break;
}
{
struct evdev_input_device *device;
struct wl_array keys;
- char evdev_keys[(KEY_CNT + 7) / 8], all_keys[(KEY_CNT + 7) / 8];
+ char evdev_keys[(KEY_CNT + 7) / 8];
+ char all_keys[(KEY_CNT + 7) / 8];
uint32_t *k;
unsigned int i, set;
int ret;