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Diffstat (limited to 'source/blender/editors/space_sequencer/sequencer_draw.c')
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 80e3a0247c0..bf2860b819c 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -205,7 +205,7 @@ static void drawseqwave(const bContext *C, SpaceSeq *sseq, Scene *scene, Sequenc
BLI_mutex_lock(sound->mutex);
if (!seq->sound->waveform) {
- if(!(sound->flags & SOUND_FLAGS_WAVEFORM_LOADING)) {
+ if (!(sound->flags & SOUND_FLAGS_WAVEFORM_LOADING)) {
/* prevent sounds from reloading */
seq->sound->flags |= SOUND_FLAGS_WAVEFORM_LOADING;
BLI_mutex_unlock(sound->mutex);
@@ -747,7 +747,7 @@ static void draw_seq_strip(const bContext *C, SpaceSeq *sseq, Scene *scene, AReg
/* draw sound wave */
if (seq->type == SEQ_TYPE_SOUND_RAM) {
- if(!(sseq->flag & SEQ_NO_WAVEFORMS)) {
+ if (!(sseq->flag & SEQ_NO_WAVEFORMS)) {
drawseqwave(C, sseq, scene, seq, x1, y1, x2, y2, BLI_rctf_size_x(&ar->v2d.cur) / ar->winx);
}
}
@@ -1204,22 +1204,22 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
}
else if (draw_backdrop) {
float aspect = BLI_rcti_size_x(&ar->winrct) / (float)BLI_rcti_size_y(&ar->winrct);
- float image_aspect = viewrectx/viewrecty;
+ float image_aspect = viewrectx / viewrecty;
float imagex, imagey;
if (aspect >= image_aspect) {
- imagex = image_aspect/aspect;
+ imagex = image_aspect / aspect;
imagey = 1.0f;
}
else {
- imagex = 1.0f;
- imagey = aspect/image_aspect;
+ imagex = 1.0f;
+ imagey = aspect / image_aspect;
}
glTexCoord2f(0.0f, 0.0f); glVertex2f(-imagex, -imagey);
glTexCoord2f(0.0f, 1.0f); glVertex2f(-imagex, imagey);
glTexCoord2f(1.0f, 1.0f); glVertex2f(imagex, imagey);
- glTexCoord2f(1.0f, 0.0f); glVertex2f(imagex, -imagey);
+ glTexCoord2f(1.0f, 0.0f); glVertex2f(imagex, -imagey);
}
else {
glTexCoord2f(0.0f, 0.0f); glVertex2f(v2d->tot.xmin, v2d->tot.ymin);