]> granicus.if.org Git - graphviz/commitdiff
Clean up smyrna files:
authorerg <devnull@localhost>
Wed, 19 Mar 2008 21:43:58 +0000 (21:43 +0000)
committererg <devnull@localhost>
Wed, 19 Mar 2008 21:43:58 +0000 (21:43 +0000)
  remove unnecessary globals
  modify libraries not to rely on code in cmd/smyrna
  remove static declarations from .h files
  remove unnecessary libraries
  mark unused code and clean up warnings

lib/glcomp/glcompset.c

index 1e767457639bb028f8f01d77e0e6684368e85213..fc17e79a834bc7e9d99724c09e83b45deafcdb85 100644 (file)
+/* vim:set shiftwidth=4 ts=8: */
+
+/**********************************************************
+*      This software is part of the graphviz package      *
+*                http://www.graphviz.org/                 *
+*                                                         *
+*            Copyright (c) 1994-2007 AT&T Corp.           *
+*                and is licensed under the                *
+*            Common Public License, Version 1.0           *
+*                      by AT&T Corp.                      *
+*                                                         *
+*        Information and Software Systems Research        *
+*              AT&T Research, Florham Park NJ             *
+**********************************************************/
+
 #include "glcompset.h"
 
 
-void glCompDrawBegin() //pushes a gl stack 
+void glCompDrawBegin()         //pushes a gl stack 
 {
     int vPort[4];
 
-    glGetIntegerv (GL_VIEWPORT, vPort);
+    glGetIntegerv(GL_VIEWPORT, vPort);
+
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
 
-       glMatrixMode (GL_PROJECTION);
-       glPushMatrix ();
-       glLoadIdentity ();
 
-  
-       glOrtho (0, vPort[2], 0, vPort[3], -1, 1);
-       glMatrixMode (GL_MODELVIEW);
-       glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-//     glEnable( GL_TEXTURE_2D );
+    glOrtho(0, vPort[2], 0, vPort[3], -1, 1);
+    glMatrixMode(GL_MODELVIEW);
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+//      glEnable( GL_TEXTURE_2D );
 
-       glPushMatrix ();
-       glLoadIdentity ();
+    glPushMatrix();
+    glLoadIdentity();
 
 }
 
-void glCompDrawEnd()   //pops the gl stack 
-{      
-       glMatrixMode (GL_PROJECTION);
-       glPopMatrix ();
-       glMatrixMode (GL_MODELVIEW);
-       glPopMatrix ();
+void glCompDrawEnd()           //pops the gl stack 
+{
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
 }
-int glCompDrawPanel(glCompPanel* p)
+
+int glCompDrawPanel(glCompPanel * p)
 {
-       if(!p->visible)
-               return 0;
-       glColor4f(p->color.R,p->color.G,p->color.B,p->color.A);
-       glBegin(GL_POLYGON);
-               glVertex3f(p->pos.x,p->pos.y,p->bevel);
-               glVertex3f(p->pos.x+p->width,p->pos.y,p->bevel);
-               glVertex3f(p->pos.x+p->width,p->pos.y+p->height,p->bevel);
-               glVertex3f(p->pos.x,p->pos.y+p->height,p->bevel);
-               glVertex3f(p->pos.x,p->pos.y,p->bevel);
-       glEnd();
-       glBegin(GL_LINE_STRIP);
-               glColor4f(p->shadowcolor.R,p->shadowcolor.G,p->shadowcolor.B,p->color.A);
-               glVertex3f(p->pos.x,p->pos.y,p->bevel + (GLfloat)GLCOMPSET_BEVEL_DIFF);
-               glVertex3f(p->pos.x+p->width,p->pos.y,p->bevel+(GLfloat)GLCOMPSET_BEVEL_DIFF);
-               glVertex3f(p->pos.x+p->width,p->pos.y+p->height,p->bevel+(GLfloat)GLCOMPSET_BEVEL_DIFF);
-               glVertex3f(p->pos.x,p->pos.y+p->height,p->bevel+(GLfloat)GLCOMPSET_BEVEL_DIFF);
-               glVertex3f(p->pos.x,p->pos.y,p->bevel);
-       glEnd();
-       glLineWidth(p->shadowwidth);
-       glBegin(GL_LINE_STRIP);
-               glColor4f((GLfloat)p->shadowcolor.R,(GLfloat)p->shadowcolor.G,(GLfloat)p->shadowcolor.B,(GLfloat)p->shadowcolor.A);
-               glVertex3f(p->pos.x+ p->shadowwidth/((GLfloat)2.0),p->pos.y-p->shadowwidth/((GLfloat)2.0),p->bevel);
-               glVertex3f(p->pos.x+ p->shadowwidth/(GLfloat)2.0+p->width,p->pos.y-p->shadowwidth/(GLfloat)2.0,p->bevel);
-               glVertex3f(p->pos.x+ p->shadowwidth/(GLfloat)2.0+p->width,p->pos.y-p->shadowwidth/(GLfloat)2.0+p->height,p->bevel);
-       glEnd();
-       glLineWidth(1);
-       return 1;
+    if (!p->visible)
+       return 0;
+    glColor4f(p->color.R, p->color.G, p->color.B, p->color.A);
+    glBegin(GL_POLYGON);
+    glVertex3f(p->pos.x, p->pos.y, p->bevel);
+    glVertex3f(p->pos.x + p->width, p->pos.y, p->bevel);
+    glVertex3f(p->pos.x + p->width, p->pos.y + p->height, p->bevel);
+    glVertex3f(p->pos.x, p->pos.y + p->height, p->bevel);
+    glVertex3f(p->pos.x, p->pos.y, p->bevel);
+    glEnd();
+    glBegin(GL_LINE_STRIP);
+    glColor4f(p->shadowcolor.R, p->shadowcolor.G, p->shadowcolor.B,
+             p->color.A);
+    glVertex3f(p->pos.x, p->pos.y,
+              p->bevel + (GLfloat) GLCOMPSET_BEVEL_DIFF);
+    glVertex3f(p->pos.x + p->width, p->pos.y,
+              p->bevel + (GLfloat) GLCOMPSET_BEVEL_DIFF);
+    glVertex3f(p->pos.x + p->width, p->pos.y + p->height,
+              p->bevel + (GLfloat) GLCOMPSET_BEVEL_DIFF);
+    glVertex3f(p->pos.x, p->pos.y + p->height,
+              p->bevel + (GLfloat) GLCOMPSET_BEVEL_DIFF);
+    glVertex3f(p->pos.x, p->pos.y, p->bevel);
+    glEnd();
+    glLineWidth(p->shadowwidth);
+    glBegin(GL_LINE_STRIP);
+    glColor4f((GLfloat) p->shadowcolor.R, (GLfloat) p->shadowcolor.G,
+             (GLfloat) p->shadowcolor.B, (GLfloat) p->shadowcolor.A);
+    glVertex3f(p->pos.x + p->shadowwidth / ((GLfloat) 2.0),
+              p->pos.y - p->shadowwidth / ((GLfloat) 2.0), p->bevel);
+    glVertex3f(p->pos.x + p->shadowwidth / (GLfloat) 2.0 + p->width,
+              p->pos.y - p->shadowwidth / (GLfloat) 2.0, p->bevel);
+    glVertex3f(p->pos.x + p->shadowwidth / (GLfloat) 2.0 + p->width,
+              p->pos.y - p->shadowwidth / (GLfloat) 2.0 + p->height,
+              p->bevel);
+    glEnd();
+    glLineWidth(1);
+    return 1;
 }
 
-glCompPanel* glCompPanelNew(GLfloat x,GLfloat y,GLfloat w,GLfloat h)
+glCompPanel *glCompPanelNew(GLfloat x, GLfloat y, GLfloat w, GLfloat h)
 {
-       glCompPanel* p;
-       p=malloc(sizeof(glCompPanel));
-       p->color.R=GLCOMPSET_PANEL_COLOR_R;
-       p->color.G=GLCOMPSET_PANEL_COLOR_G;
-       p->color.B=GLCOMPSET_PANEL_COLOR_B;
-       p->color.A=GLCOMPSET_PANEL_COLOR_ALPHA;
-       p->shadowcolor.R=GLCOMPSET_PANEL_SHADOW_COLOR_R;
-       p->shadowcolor.G=GLCOMPSET_PANEL_SHADOW_COLOR_G;
-       p->shadowcolor.B=GLCOMPSET_PANEL_SHADOW_COLOR_B;
-       p->shadowcolor.A=GLCOMPSET_PANEL_SHADOW_COLOR_A;
-       p->shadowwidth=GLCOMPSET_PANEL_SHADOW_WIDTH;
-       p->bevel=GLCOMPSET_PANEL_BEVEL;
-       p->pos.x=x;
-       p->pos.y=y;
-       p->width=w;
-       p->height=h;
-       return p;
+    glCompPanel *p;
+    p = malloc(sizeof(glCompPanel));
+    p->color.R = GLCOMPSET_PANEL_COLOR_R;
+    p->color.G = GLCOMPSET_PANEL_COLOR_G;
+    p->color.B = GLCOMPSET_PANEL_COLOR_B;
+    p->color.A = GLCOMPSET_PANEL_COLOR_ALPHA;
+    p->shadowcolor.R = GLCOMPSET_PANEL_SHADOW_COLOR_R;
+    p->shadowcolor.G = GLCOMPSET_PANEL_SHADOW_COLOR_G;
+    p->shadowcolor.B = GLCOMPSET_PANEL_SHADOW_COLOR_B;
+    p->shadowcolor.A = GLCOMPSET_PANEL_SHADOW_COLOR_A;
+    p->shadowwidth = GLCOMPSET_PANEL_SHADOW_WIDTH;
+    p->bevel = GLCOMPSET_PANEL_BEVEL;
+    p->pos.x = x;
+    p->pos.y = y;
+    p->width = w;
+    p->height = h;
+    return p;
 }
-int glCompSetAddPanel(glCompSet* s,glCompPanel* p)
+
+int glCompSetAddPanel(glCompSet * s, glCompPanel * p)
 {
-       s->panelcount++;
-       s->panels=realloc(s->panels,sizeof(glCompPanel*)*s->panelcount);
-       s->panels[s->panelcount-1]=p;
-       p->parentset=s;
-       return 1;
+    s->panelcount++;
+    s->panels = realloc(s->panels, sizeof(glCompPanel *) * s->panelcount);
+    s->panels[s->panelcount - 1] = p;
+    p->parentset = s;
+    return 1;
 }
-int glCompSetAddLabel(glCompSet* s,glCompLabel* p)
+
+int glCompSetAddLabel(glCompSet * s, glCompLabel * p)
 {
-       s->labelcount++;
-       s->labels=realloc(s->labels,sizeof(glCompLabel*)*s->labelcount);
-       s->labels[s->labelcount-1]=p;
-       return 1;
+    s->labelcount++;
+    s->labels = realloc(s->labels, sizeof(glCompLabel *) * s->labelcount);
+    s->labels[s->labelcount - 1] = p;
+    return 1;
 }
 
-int glCompSetRemovePanel(glCompSet* s,glCompPanel* p)
+int glCompSetRemovePanel(glCompSet * s, glCompPanel * p)
 {
-       int ind=0;
-       int found=0;
-       for (ind ; ind < s->panelcount-1; ind ++)
-       {
-               if ((s->panels[ind] == p) && found==0)
-                       found=1;
-               if (found==1)
-                       s->panels[ind]=s->panels[ind+1];
-       }
-       if (found)
-       {
-               free(p);
-               s->panelcount--;
-               s->panels=realloc(s->panels,sizeof(glCompPanel*)*s->panelcount);
-               return 1;
-       }
-       return 0;
+    int ind = 0;
+    int found = 0;
+    for (ind; ind < s->panelcount - 1; ind++) {
+       if ((s->panels[ind] == p) && found == 0)
+           found = 1;
+       if (found == 1)
+           s->panels[ind] = s->panels[ind + 1];
+    }
+    if (found) {
+       free(p);
+       s->panelcount--;
+       s->panels =
+           realloc(s->panels, sizeof(glCompPanel *) * s->panelcount);
+       return 1;
+    }
+    return 0;
 }
-int glCompSetRemoveLabel(glCompSet* s,glCompLabel* p)
+
+int glCompSetRemoveLabel(glCompSet * s, glCompLabel * p)
 {
-       int ind=0;
-       int found=0;
-       for (ind ; ind < s->labelcount-1; ind ++)
-       {
-               if ((s->labels[ind] == p) && found==0)
-                       found=1;
-               if (found==1)
-                       s->labels[ind]=s->labels[ind+1];
-       }
-       if (found)
-       {
-               free (p->text);
-               free (p);
-               s->labelcount--;
-               s->labels=realloc(s->labels,sizeof(glCompLabel*)*s->labelcount);
-               return 1;
-       }
-       return 0;
+    int ind = 0;
+    int found = 0;
+    for (ind; ind < s->labelcount - 1; ind++) {
+       if ((s->labels[ind] == p) && found == 0)
+           found = 1;
+       if (found == 1)
+           s->labels[ind] = s->labels[ind + 1];
+    }
+    if (found) {
+       free(p->text);
+       free(p);
+       s->labelcount--;
+       s->labels =
+           realloc(s->labels, sizeof(glCompLabel *) * s->labelcount);
+       return 1;
+    }
+    return 0;
 }
-int glCompDrawLabel(glCompLabel* p)
+
+int glCompDrawLabel(glCompLabel * p)
 {
-       if(p->visible)
-       {
-               if (p->panel)
-               {
-                       p->pos.x=p->pos.x+p->panel->pos.x;
-                       p->pos.y=p->pos.y+p->panel->pos.y;
-               }
+    if (p->visible) {
+       if (p->panel) {
+           p->pos.x = p->pos.x + p->panel->pos.x;
+           p->pos.y = p->pos.y + p->panel->pos.y;
+       }
 
-               fontSize ((int)p->size);
-               fontColorA (p->color.R,p->color.G,p->color.B,p->color.A);
+       fontSize((int) p->size);
+       fontColorA(p->color.R, p->color.G, p->color.B, p->color.A);
 
-               fontDrawString  ( (int)p->pos.x,(int)p->pos.y,p->text,(int)(p->size*p->fontsizefactor*strlen(p->text)));
-               if (p->panel)
-               {
-                       p->pos.x=p->pos.x-p->panel->pos.x;
-                       p->pos.y=p->pos.y-p->panel->pos.y;
-               }
-               return 1;
+       fontDrawString((int) p->pos.x, (int) p->pos.y, p->text,
+                      (int) (p->size * p->fontsizefactor *
+                             strlen(p->text)));
+       if (p->panel) {
+           p->pos.x = p->pos.x - p->panel->pos.x;
+           p->pos.y = p->pos.y - p->panel->pos.y;
        }
-       return 0;
+       return 1;
+    }
+    return 0;
 }
-int glCompLabelSetText(glCompLabel* p,char* text)
+int glCompLabelSetText(glCompLabel * p, char *text)
 {
-       free(p->text);
-       p->text=strdup(text);
-       return 1;
+    free(p->text);
+    p->text = strdup(text);
+    return 1;
 }
 
 
-int glCompSetDraw(glCompSet* s)
+int glCompSetDraw(glCompSet * s)
 {
-       glCompDrawBegin();
-       glCompSetDrawPanels(s);
-       glCompDrawEnd();
-       return 1;
+    glCompDrawBegin();
+    glCompSetDrawPanels(s);
+    glCompDrawEnd();
+    return 1;
 }
-int glCompSetDrawPanels(glCompSet* s)
+
+int glCompSetDrawPanels(glCompSet * s)
 {
-       int ind=0;
-       for (ind ; ind < s->panelcount; ind ++)
-       {
-               glCompDrawPanel(s->panels[ind]);
-       }
-       for (ind=0 ; ind < s->buttoncount; ind ++)
-       {
-               glCompDrawButton(s->buttons[ind]);
-       }
-       for (ind=0 ; ind < s->labelcount; ind ++)
-       {
-               glCompDrawLabel(s->labels[ind]);
-       }
-       return 1;
+    int ind = 0;
+    for (ind; ind < s->panelcount; ind++) {
+       glCompDrawPanel(s->panels[ind]);
+    }
+    for (ind = 0; ind < s->buttoncount; ind++) {
+       glCompDrawButton(s->buttons[ind]);
+    }
+    for (ind = 0; ind < s->labelcount; ind++) {
+       glCompDrawLabel(s->labels[ind]);
+    }
+    return 1;
 
 }
-int glCompSetHide(glCompSet* s)
+
+int glCompSetHide(glCompSet * s)
 {
-       int ind=0;
-       for (ind ; ind < s->panelcount; ind ++)
-       {
-               s->panels[ind]->visible=0;
-       }
-       for (ind=0 ; ind < s->buttoncount; ind ++)
-       {
-               s->buttons[ind]->visible=0;
-       }
-       for (ind=0 ; ind < s->labelcount; ind ++)
-       {
-               s->labels[ind]->visible=0;
-       }
-       return 1;
+    int ind = 0;
+    for (ind; ind < s->panelcount; ind++) {
+       s->panels[ind]->visible = 0;
+    }
+    for (ind = 0; ind < s->buttoncount; ind++) {
+       s->buttons[ind]->visible = 0;
+    }
+    for (ind = 0; ind < s->labelcount; ind++) {
+       s->labels[ind]->visible = 0;
+    }
+    return 1;
 
 }
-int glCompSetShow(glCompSet* s)
+
+int glCompSetShow(glCompSet * s)
 {
-       int ind=0;
-       for (ind ; ind < s->panelcount; ind ++)
-       {
-               s->panels[ind]->visible=1;
-       }
-       for (ind=0 ; ind < s->buttoncount; ind ++)
-       {
-               s->buttons[ind]->visible=1;
-       }
-       for (ind=0 ; ind < s->labelcount; ind ++)
-       {
-               s->labels[ind]->visible=1;
-       }
-       return 1;
+    int ind = 0;
+    for (ind; ind < s->panelcount; ind++) {
+       s->panels[ind]->visible = 1;
+    }
+    for (ind = 0; ind < s->buttoncount; ind++) {
+       s->buttons[ind]->visible = 1;
+    }
+    for (ind = 0; ind < s->labelcount; ind++) {
+       s->labels[ind]->visible = 1;
+    }
+    return 1;
 
 }
 
 
 
-glCompButton* glCompButtonNew(GLfloat x,GLfloat y,GLfloat w,GLfloat h,char* caption,char* glyphfile,int glyphwidth,int glyphheight)
+glCompButton *glCompButtonNew(GLfloat x, GLfloat y, GLfloat w, GLfloat h,
+                             char *caption, char *glyphfile,
+                             int glyphwidth, int glyphheight)
 {
-       glCompButton* p;
-       p=malloc(sizeof(glCompButton));
-       p->color.R=GLCOMPSET_BUTTON_COLOR_R;
-       p->color.G=GLCOMPSET_BUTTON_COLOR_G;
-       p->color.B=GLCOMPSET_BUTTON_COLOR_B;
-       p->color.A=GLCOMPSET_BUTTON_COLOR_ALPHA;
-       p->bevel=GLCOMPSET_PANEL_BEVEL+GLCOMPSET_BEVEL_DIFF;
-       p->thickness=GLCOMPSET_BUTTON_THICKNESS;
-       p->caption=strdup(caption);
-       p->pos.x=x;
-       p->pos.y=y;
-       p->width=w;
-       p->height=h;
-       p->enabled=1;
-       p->visible=1;
-       p->status=0;    //0 not pressed 1 pressed;
-       p->groupid=-1;
-       p->fontsize=GLCOMPSET_FONT_SIZE;
-       p->fontcolor.R=GLCOMPSET_BUTTON_FONT_COLOR_R;
-       p->fontcolor.G=GLCOMPSET_BUTTON_FONT_COLOR_G;
-       p->fontcolor.B=GLCOMPSET_BUTTON_FONT_COLOR_B;
-       p->fontcolor.A=GLCOMPSET_BUTTON_FONT_COLOR_ALPHA;
-       //load glyph
-       if(glyphfile)
-       {
-
-               p->glyph=glCompCreateTextureFromRaw(glyphfile,glyphwidth,glyphheight,0);
-               p->glyphwidth=glyphwidth;
-               p->glyphheight=glyphheight;
-               p->hasglyph=1;
+    glCompButton *p;
+    p = malloc(sizeof(glCompButton));
+    p->color.R = GLCOMPSET_BUTTON_COLOR_R;
+    p->color.G = GLCOMPSET_BUTTON_COLOR_G;
+    p->color.B = GLCOMPSET_BUTTON_COLOR_B;
+    p->color.A = GLCOMPSET_BUTTON_COLOR_ALPHA;
+    p->bevel = GLCOMPSET_PANEL_BEVEL + GLCOMPSET_BEVEL_DIFF;
+    p->thickness = GLCOMPSET_BUTTON_THICKNESS;
+    p->caption = strdup(caption);
+    p->pos.x = x;
+    p->pos.y = y;
+    p->width = w;
+    p->height = h;
+    p->enabled = 1;
+    p->visible = 1;
+    p->status = 0;             //0 not pressed 1 pressed;
+    p->groupid = -1;
+    p->fontsize = GLCOMPSET_FONT_SIZE;
+    p->fontcolor.R = GLCOMPSET_BUTTON_FONT_COLOR_R;
+    p->fontcolor.G = GLCOMPSET_BUTTON_FONT_COLOR_G;
+    p->fontcolor.B = GLCOMPSET_BUTTON_FONT_COLOR_B;
+    p->fontcolor.A = GLCOMPSET_BUTTON_FONT_COLOR_ALPHA;
+    //load glyph
+    if (glyphfile) {
+
+       p->glyph =
+           glCompCreateTextureFromRaw(glyphfile, glyphwidth, glyphheight,
+                                      0);
+       p->glyphwidth = glyphwidth;
+       p->glyphheight = glyphheight;
+       p->hasglyph = 1;
+
+    } else {
+       p->glyphwidth = 0;
+       p->glyphheight = 0;
+       p->hasglyph = 0;
+    }
+    p->callbackfunc = '\0';
+    p->panel = '\0';
+    p->customptr = '\0';
+    return p;
+}
 
-       }
-       else
-       {
-               p->glyphwidth=0;
-               p->glyphheight=0;
-               p->hasglyph=0;
-       }
-       p->callbackfunc='\0';
-       p->panel='\0';
-       p->customptr='\0';
-       return p;
+int glCompSetAddButton(glCompSet * s, glCompButton * p)
+{
+    s->buttoncount++;
+    s->buttons =
+       realloc(s->buttons, sizeof(glCompButton *) * s->buttoncount);
+    s->buttons[s->buttoncount - 1] = p;
+    p->parentset = s;
+
+    return 1;
 }
-int glCompSetAddButton(glCompSet* s,glCompButton* p)
+
+int glCompSetRemoveButton(glCompSet * s, glCompButton * p)
 {
-       s->buttoncount++;
-       s->buttons=realloc(s->buttons,sizeof(glCompButton*)*s->buttoncount);
-       s->buttons[s->buttoncount-1]=p;
-       p->parentset=s;
+    int ind = 0;
+    int found = 0;
+    for (ind; ind < s->buttoncount - 1; ind++) {
+       if ((s->buttons[ind] == p) && found == 0)
+           found = 1;
+       if (found == 1)
+           s->buttons[ind] = s->buttons[ind + 1];
+    }
+    if (found) {
+       free(p->caption);
+       free(p);
+       s->buttoncount--;
+       s->buttons =
+           realloc(s->buttons, sizeof(glCompButton *) * s->buttoncount);
 
        return 1;
+    }
+    return 0;
 }
-int glCompSetRemoveButton(glCompSet* s,glCompButton* p)
+
+int glCompDrawButton(glCompButton * p)
 {
-       int ind=0;
-       int found=0;
-       for (ind ; ind < s->buttoncount-1; ind ++)
-       {
-               if ((s->buttons[ind] == p) && found==0)
-                       found=1;
-               if (found==1)
-                       s->buttons[ind]=s->buttons[ind+1];
-       }
-       if (found)
-       {
-               free(p->caption);
-               free(p);
-               s->buttoncount--;
-               s->buttons=realloc(s->buttons,sizeof(glCompButton*)*s->buttoncount);
-
-               return 1;
-       }
+    float color_fac;
+    float thickness = p->thickness;
+    float fontx, fonty;
+    if (!p->visible)
        return 0;
-}
-int glCompDrawButton(glCompButton* p)
-{
-       float color_fac;
-       float thickness=p->thickness;
-       float fontx,fonty;
-       if(!p->visible) 
-               return 0;
-       if (p->panel)
-       {
-               p->pos.x=p->panel->pos.x+p->pos.x;
-               p->pos.y=p->panel->pos.y+p->pos.y;
-       }
-       if (p->status==1)
-       {
-               color_fac=GLCOMPSET_BUTTON_BEVEL_BRIGHTNESS;
-               glColor4f(p->color.R/(GLfloat)1.2,p->color.G/(GLfloat)1.2,p->color.B/(GLfloat)1.2,p->color.A);
-               p->thickness=p->thickness/(GLfloat)1.2;
+    if (p->panel) {
+       p->pos.x = p->panel->pos.x + p->pos.x;
+       p->pos.y = p->panel->pos.y + p->pos.y;
+    }
+    if (p->status == 1) {
+       color_fac = GLCOMPSET_BUTTON_BEVEL_BRIGHTNESS;
+       glColor4f(p->color.R / (GLfloat) 1.2, p->color.G / (GLfloat) 1.2,
+                 p->color.B / (GLfloat) 1.2, p->color.A);
+       p->thickness = p->thickness / (GLfloat) 1.2;
+
+    }
+
+    else {
+       color_fac = 1 / GLCOMPSET_BUTTON_BEVEL_BRIGHTNESS;
+       glColor4f(p->color.R, p->color.G, p->color.B, p->color.A);
+       p->thickness = p->thickness * (GLfloat) 1.2;
+    }
+    if (!p->hasglyph) {
+       glBegin(GL_POLYGON);
+       glVertex3f(p->pos.x + p->thickness, p->pos.y + p->thickness,
+                  p->bevel);
+       glVertex3f(p->pos.x + p->width - p->thickness,
+                  p->pos.y + p->thickness, p->bevel);
+       glVertex3f(p->pos.x + p->width - p->thickness,
+                  p->pos.y + p->height - p->thickness, p->bevel);
+       glVertex3f(p->pos.x + p->thickness,
+                  p->pos.y + p->height - p->thickness, p->bevel);
+       glVertex3f(p->pos.x + p->thickness, p->pos.y + p->thickness,
+                  p->bevel);
+       glEnd();
+       //buttom thickness
+       glColor4f(p->color.R * color_fac, p->color.G * color_fac,
+                 p->color.B * color_fac, p->color.A);
+       glBegin(GL_POLYGON);
+       glVertex3f(p->pos.x + p->thickness, p->pos.y + p->thickness,
+                  p->bevel);
+       glVertex3f(p->pos.x + p->width - p->thickness,
+                  p->pos.y + p->thickness, p->bevel);
+       glVertex3f(p->pos.x + p->width, p->pos.y, p->bevel);
+       glVertex3f(p->pos.x, p->pos.y, p->bevel);
+       glVertex3f(p->pos.x + p->thickness, p->pos.y + p->thickness,
+                  p->bevel);
+       glEnd();
+       //left thickness
+       glBegin(GL_POLYGON);
+       glVertex3f(p->pos.x + p->width, p->pos.y + p->height, p->bevel);
+       glVertex3f(p->pos.x + p->width - p->thickness,
+                  p->pos.y + p->height - p->thickness, p->bevel);
+       glVertex3f(p->pos.x + p->width - p->thickness,
+                  p->pos.y + p->thickness, p->bevel);
+       glVertex3f(p->pos.x + p->width, p->pos.y, p->bevel);
+       glVertex3f(p->pos.x + p->width, p->pos.y + p->height, p->bevel);
+       glEnd();
 
-       }
+       glColor4f(p->color.R / color_fac, p->color.G / color_fac,
+                 p->color.B / color_fac, p->color.A);
+       glBegin(GL_POLYGON);
+       glVertex3f(p->pos.x + p->thickness, p->pos.y + p->thickness,
+                  p->bevel);
+       glVertex3f(p->pos.x + p->thickness,
+                  p->pos.y + p->height - p->thickness, p->bevel);
+       glVertex3f(p->pos.x, p->pos.y + p->height, p->bevel);
+       glVertex3f(p->pos.x, p->pos.y, p->bevel);
+       glVertex3f(p->pos.x + p->thickness, p->pos.y + p->thickness,
+                  p->bevel);
+       glEnd();
+       //left thickness
+       glBegin(GL_POLYGON);
+       glVertex3f(p->pos.x + p->thickness,
+                  p->pos.y + p->height - p->thickness, p->bevel);
+       glVertex3f(p->pos.x, p->pos.y + p->height, p->bevel);
+       glVertex3f(p->pos.x + p->width, p->pos.y + p->height, p->bevel);
+       glVertex3f(p->pos.x + p->width - p->thickness,
+                  p->pos.y + p->height - p->thickness, p->bevel);
+       glVertex3f(p->pos.x + p->thickness,
+                  p->pos.y + p->height - p->thickness, p->bevel);
+       glEnd();
+       //draw caption
+       fontx =
+           (p->width - p->thickness * (GLfloat) 2 -
+            p->fontsize * strlen(p->caption) *
+            GLCOMPSET_FONT_SIZE_FACTOR) / (GLfloat) 2.0 + p->pos.x +
+           p->thickness;
+       fonty =
+           (p->height - p->thickness * (GLfloat) 2 -
+            p->fontsize) / (GLfloat) 2.0 + p->pos.y + p->thickness;
+       fontSize((int) p->fontsize);
+//              fontColorA (p->fontcolor.R,p->fontcolor.B,p->fontcolor.G,p->fontcolor.A);
+       fontColorA(0, 0, 0, 1);
+       fontDrawString((int) fontx, (int) fonty, p->caption,
+                      (int) (p->fontsize * strlen(p->caption) *
+                             GLCOMPSET_FONT_SIZE_FACTOR));
+    }
+    //put glyph
+    else {
+
+       glEnable(GL_TEXTURE_2D);
+       fontx =
+           (p->width - p->thickness * (GLfloat) 2 -
+            p->glyphwidth) / (GLfloat) 2.0 + p->pos.x + p->thickness;
+       fonty =
+           (p->height - p->thickness * (GLfloat) 2 -
+            p->glyphheight) / (GLfloat) 2.0 + p->pos.y + p->thickness;
+       glBindTexture(GL_TEXTURE_2D, p->glyph->id);
+       glColor4f(1, 1, 1, 1);
+       glBegin(GL_QUADS);
+       glTexCoord2d(0.0f, 1.0f);
+       glVertex3d(fontx, fonty, p->bevel + GLCOMPSET_BEVEL_DIFF);
+       glTexCoord2d(1.0f, 1.0f);
+       glVertex3d(fontx + p->glyph->w, fonty,
+                  p->bevel + GLCOMPSET_BEVEL_DIFF);
+       glTexCoord2d(1.0f, 0.0f);
+       glVertex3d(fontx + p->glyph->w, fonty + p->glyph->h,
+                  p->bevel + GLCOMPSET_BEVEL_DIFF);
+       glTexCoord2d(0.0f, 0.0f);
+       glVertex3d(fontx, fonty + p->glyph->h,
+                  p->bevel + GLCOMPSET_BEVEL_DIFF);
+//              glTexCoord2d(fontx,fonty); glVertex3d(fontx,fonty,p->bevel+GLCOMPSET_BEVEL_DIFF);
 
-       else
-       {
-               color_fac=1/GLCOMPSET_BUTTON_BEVEL_BRIGHTNESS;
-               glColor4f(p->color.R,p->color.G,p->color.B,p->color.A);
-               p->thickness=p->thickness*(GLfloat)1.2;
-       }
-       if (!p->hasglyph)
-       {
-               glBegin(GL_POLYGON);
-               glVertex3f(p->pos.x+p->thickness,p->pos.y+p->thickness,p->bevel);
-               glVertex3f(p->pos.x+p->width-p->thickness,p->pos.y+p->thickness,p->bevel);
-               glVertex3f(p->pos.x+p->width-p->thickness,p->pos.y+p->height-p->thickness,p->bevel);
-               glVertex3f(p->pos.x+p->thickness,p->pos.y+p->height-p->thickness,p->bevel);
-               glVertex3f(p->pos.x+p->thickness,p->pos.y+p->thickness,p->bevel);
-               glEnd();
-               //buttom thickness
-               glColor4f(p->color.R*color_fac,p->color.G*color_fac,p->color.B*color_fac,p->color.A);
-               glBegin(GL_POLYGON);
-               glVertex3f(p->pos.x+p->thickness,p->pos.y+p->thickness,p->bevel);
-               glVertex3f(p->pos.x+p->width-p->thickness,p->pos.y+p->thickness,p->bevel);
-               glVertex3f(p->pos.x+p->width,p->pos.y,p->bevel);
-               glVertex3f(p->pos.x,p->pos.y,p->bevel);
-               glVertex3f(p->pos.x+p->thickness,p->pos.y+p->thickness,p->bevel);
-               glEnd();
-               //left thickness
-               glBegin(GL_POLYGON);
-               glVertex3f(p->pos.x+p->width,p->pos.y+p->height,p->bevel);
-               glVertex3f(p->pos.x+p->width-p->thickness,p->pos.y+p->height-p->thickness,p->bevel);
-               glVertex3f(p->pos.x+p->width-p->thickness,p->pos.y+p->thickness,p->bevel);
-               glVertex3f(p->pos.x+p->width,p->pos.y,p->bevel);
-               glVertex3f(p->pos.x+p->width,p->pos.y+p->height,p->bevel);
-               glEnd();
-
-               glColor4f(p->color.R/color_fac,p->color.G/color_fac,p->color.B/color_fac,p->color.A);
-               glBegin(GL_POLYGON);
-               glVertex3f(p->pos.x+p->thickness,p->pos.y+p->thickness,p->bevel);
-               glVertex3f(p->pos.x+p->thickness,p->pos.y+p->height-p->thickness,p->bevel);
-               glVertex3f(p->pos.x,p->pos.y+p->height,p->bevel);
-               glVertex3f(p->pos.x,p->pos.y,p->bevel);
-               glVertex3f(p->pos.x+p->thickness,p->pos.y+p->thickness,p->bevel);
-               glEnd();
-               //left thickness
-               glBegin(GL_POLYGON);
-               glVertex3f(p->pos.x+p->thickness,p->pos.y+p->height-p->thickness,p->bevel);
-               glVertex3f(p->pos.x,p->pos.y+p->height,p->bevel);
-               glVertex3f(p->pos.x+p->width,p->pos.y+p->height,p->bevel);
-               glVertex3f(p->pos.x+p->width-p->thickness,p->pos.y+p->height-p->thickness,p->bevel);
-               glVertex3f(p->pos.x+p->thickness,p->pos.y+p->height-p->thickness,p->bevel);
-               glEnd();
-               //draw caption
-               fontx=(p->width-p->thickness*(GLfloat)2-p->fontsize*strlen(p->caption)*GLCOMPSET_FONT_SIZE_FACTOR)/(GLfloat)2.0+p->pos.x+p->thickness;
-               fonty=(p->height-p->thickness*(GLfloat)2-p->fontsize)/(GLfloat)2.0+p->pos.y+p->thickness;
-               fontSize ((int)p->fontsize);
-//             fontColorA (p->fontcolor.R,p->fontcolor.B,p->fontcolor.G,p->fontcolor.A);
-               fontColorA (0,0,0,1);
-               fontDrawString ((int)fontx,(int)fonty,p->caption,(int)(p->fontsize*strlen(p->caption)*GLCOMPSET_FONT_SIZE_FACTOR));
-       }
-       //put glyph
-       else
-       {
-
-               glEnable( GL_TEXTURE_2D );
-               fontx=(p->width-p->thickness*(GLfloat)2-p->glyphwidth)/(GLfloat)2.0+p->pos.x+p->thickness;
-               fonty=(p->height-p->thickness*(GLfloat)2-p->glyphheight)/(GLfloat)2.0+p->pos.y+p->thickness;
-               glBindTexture( GL_TEXTURE_2D, p->glyph->id);
-               glColor4f(1,1,1,1);
-               glBegin(GL_QUADS);
-               glTexCoord2d(0.0f, 1.0f); glVertex3d(fontx,fonty,p->bevel+GLCOMPSET_BEVEL_DIFF);
-               glTexCoord2d(1.0f, 1.0f); glVertex3d(fontx+p->glyph->w,fonty,p->bevel+GLCOMPSET_BEVEL_DIFF);
-               glTexCoord2d(1.0f, 0.0f); glVertex3d(fontx+p->glyph->w,fonty+p->glyph->h,p->bevel+GLCOMPSET_BEVEL_DIFF);
-               glTexCoord2d(0.0f, 0.0f); glVertex3d(fontx,fonty+p->glyph->h,p->bevel+GLCOMPSET_BEVEL_DIFF);
-//             glTexCoord2d(fontx,fonty); glVertex3d(fontx,fonty,p->bevel+GLCOMPSET_BEVEL_DIFF);
-
-               glEnd();
-               glDisable( GL_TEXTURE_2D );
-               if(p->status==1)
-               {
-                       glColor4f(p->color.R*color_fac,p->color.G*color_fac,p->color.B*color_fac,p->color.A/2);
-                       glBegin(GL_POLYGON);
-                       glVertex3d(fontx-p->thickness,fonty-p->thickness,p->bevel+GLCOMPSET_BEVEL_DIFF*2);
-                       glVertex3d(fontx+p->glyph->w+p->thickness,fonty-p->thickness,p->bevel+GLCOMPSET_BEVEL_DIFF*2);
-                       glVertex3d(fontx+p->glyph->w+p->thickness,fonty+p->glyph->h+p->thickness,p->bevel+GLCOMPSET_BEVEL_DIFF*2);
-                       glVertex3d(fontx-p->thickness,fonty+p->glyph->h+p->thickness,p->bevel+GLCOMPSET_BEVEL_DIFF*2);
-                       glEnd();
+       glEnd();
+       glDisable(GL_TEXTURE_2D);
+       if (p->status == 1) {
+           glColor4f(p->color.R * color_fac, p->color.G * color_fac,
+                     p->color.B * color_fac, p->color.A / 2);
+           glBegin(GL_POLYGON);
+           glVertex3d(fontx - p->thickness, fonty - p->thickness,
+                      p->bevel + GLCOMPSET_BEVEL_DIFF * 2);
+           glVertex3d(fontx + p->glyph->w + p->thickness,
+                      fonty - p->thickness,
+                      p->bevel + GLCOMPSET_BEVEL_DIFF * 2);
+           glVertex3d(fontx + p->glyph->w + p->thickness,
+                      fonty + p->glyph->h + p->thickness,
+                      p->bevel + GLCOMPSET_BEVEL_DIFF * 2);
+           glVertex3d(fontx - p->thickness,
+                      fonty + p->glyph->h + p->thickness,
+                      p->bevel + GLCOMPSET_BEVEL_DIFF * 2);
+           glEnd();
+
+       }
+
+    }
+    p->thickness = thickness;
+    if (p->panel) {
+       p->pos.x = p->pos.x - p->panel->pos.x;
+       p->pos.y = p->pos.y - p->panel->pos.y;
+    }
+
+    return 1;
 
-               }
 
-       }
-       p->thickness=thickness;
-       if (p->panel)
-       {
-               p->pos.x=p->pos.x-p->panel->pos.x;
-               p->pos.y=p->pos.y-p->panel->pos.y;
-       }
+}
+int glCompSetClick(glCompSet * s, int x, int y)
+{
 
-       return 1;
+    if (s) {
+       int ind = 0;
+       float X, Y, Z;
 
+       glCompDrawBegin();
+       glCompSetGetPos(x, y, &X, &Y, &Z);
+       glCompDrawEnd();
 
-}
-int glCompSetClick(glCompSet* s,int x,int y)
-{
 
-       if(s)
-       {
-               int ind=0;
-               float X,Y,Z;
-
-               glCompDrawBegin();
-               glCompSetGetPos(x,y,&X,&Y,&Z);
-               glCompDrawEnd();
-
-
-               s->clickedX=X;
-               s->clickedY=Y;
-
-               for (ind=0 ; ind < s->buttoncount; ind ++)
-               {
-                       if((s->buttons[ind]->visible) && (s->buttons[ind]->enabled))
-                       {
-                               if(glCompPointInButton(s->buttons[ind],X,Y))
-                               {
-                                       if(s->buttons[ind]->groupid > -1)
-                                               s->buttons[ind]->status=1;
-                               }
-                       }
+       s->clickedX = X;
+       s->clickedY = Y;
+
+       for (ind = 0; ind < s->buttoncount; ind++) {
+           if ((s->buttons[ind]->visible) && (s->buttons[ind]->enabled)) {
+               if (glCompPointInButton(s->buttons[ind], X, Y)) {
+                   if (s->buttons[ind]->groupid > -1)
+                       s->buttons[ind]->status = 1;
                }
-               return 1;
+           }
        }
-       else
-               return 0;
+       return 1;
+    } else
+       return 0;
 }
 
-int glCompSetRelease(glCompSet* s,int x,int y)
+int glCompSetRelease(glCompSet * s, int x, int y)
 {
-       
-       int ind=0;
-       if (s)
-       {
-               for (ind=0 ; ind < s->buttoncount; ind ++)
-               {
-                       if((s->buttons[ind]->visible) && (s->buttons[ind]->enabled))
-                       {
-                               if((glCompPointInButton(s->buttons[ind],s->clickedX,s->clickedY)))
-                               {
-                                       glCompButtonClick(s->buttons[ind]);
-                               }
-                       }
+
+    int ind = 0;
+    if (s) {
+       for (ind = 0; ind < s->buttoncount; ind++) {
+           if ((s->buttons[ind]->visible) && (s->buttons[ind]->enabled)) {
+               if ((glCompPointInButton
+                    (s->buttons[ind], s->clickedX, s->clickedY))) {
+                   glCompButtonClick(s->buttons[ind]);
                }
+           }
        }
-       return 1;
+    }
+    return 1;
 }
 
 
 
 
 
-int glCompPointInButton(glCompButton* p,float x,float y)
+int glCompPointInButton(glCompButton * p, float x, float y)
 {
-       float button_x,button_y;
-       if (p->panel)
-       {
-               button_x=p->pos.x+p->panel->pos.x;
-               button_y=p->pos.y+p->panel->pos.y;
-       }
-
-       if (
-               (x >= button_x) &&
-               (x <= button_x+p->width) &&
-               (y >= button_y) &&
-               (y <= button_y+p->height))
-                       return 1;
-       else return 0;
+    float button_x, button_y;
+    if (p->panel) {
+       button_x = p->pos.x + p->panel->pos.x;
+       button_y = p->pos.y + p->panel->pos.y;
+    }
+
+    if ((x >= button_x) &&
+       (x <= button_x + p->width) &&
+       (y >= button_y) && (y <= button_y + p->height))
+       return 1;
+    else
+       return 0;
 
 }
 
 //converts screen location to opengl coordinates
-void glCompSetGetPos(int x, int y,float* X,float* Y,float* Z)
+void glCompSetGetPos(int x, int y, float *X, float *Y, float *Z)
 {
 
-       GLdouble wwinX;
-       GLdouble wwinY;
-       GLdouble wwinZ;
-       GLdouble posX, posY, posZ;
-
-
-       GLint viewport[4];
-       GLdouble modelview[16];
-       GLdouble projection[16];
-       GLfloat winX, winY;
-       float kts=1;
-       glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
-       glGetDoublev( GL_PROJECTION_MATRIX, projection );
-       glGetIntegerv( GL_VIEWPORT, viewport );
-
-       //draw a point  to a not important location to get window coordinates
-       glBegin(GL_POINTS);
-               glVertex3f(10.00,10.00,0.00);
-       glEnd();
-    gluProject(10.0,10.0,0.00,modelview,projection,viewport,&wwinX,&wwinY,&wwinZ );
-       winX = (float)x;
-       winY = (float)viewport[3] - (float)y;
-       gluUnProject( winX, winY, wwinZ, modelview, projection, viewport, &posX, &posY, &posZ);
-
-       *X=(float)posX;
-       *Y=(float)posY;
-       *Z=(float)posZ;
+    GLdouble wwinX;
+    GLdouble wwinY;
+    GLdouble wwinZ;
+    GLdouble posX, posY, posZ;
+
+
+    GLint viewport[4];
+    GLdouble modelview[16];
+    GLdouble projection[16];
+    GLfloat winX, winY;
+    float kts = 1;
+    glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
+    glGetDoublev(GL_PROJECTION_MATRIX, projection);
+    glGetIntegerv(GL_VIEWPORT, viewport);
+
+    //draw a point  to a not important location to get window coordinates
+    glBegin(GL_POINTS);
+    glVertex3f(10.00, 10.00, 0.00);
+    glEnd();
+    gluProject(10.0, 10.0, 0.00, modelview, projection, viewport, &wwinX,
+              &wwinY, &wwinZ);
+    winX = (float) x;
+    winY = (float) viewport[3] - (float) y;
+    gluUnProject(winX, winY, wwinZ, modelview, projection, viewport, &posX,
+                &posY, &posZ);
+
+    *X = (float) posX;
+    *Y = (float) posY;
+    *Z = (float) posZ;
 }
 
 
-void glCompButtonClick(glCompButton* p)
+void glCompButtonClick(glCompButton * p)
 {
-       int ind;
-       if (p->groupid > 0)
-       {
-               for (ind=0 ; ind < ((glCompSet*)p->parentset)->buttoncount;ind ++)
-               {
-                       if(     ((glCompSet*)p->parentset)->buttons[ind]->groupid == p->groupid)
-                               ((glCompSet*)p->parentset)->buttons[ind]->status=0;
-               }
-               p->status=1;
-       }
-       else
-       {
-               if (p->groupid==-1)
-               {
-                       if (p->status==0)
-                               p->status=1;
-                       else
-                               p->status=0;
-               }       
-               else
-                       p->status=0;
-       }
-       if(p->callbackfunc)
-               p->callbackfunc(p);
+    int ind;
+    if (p->groupid > 0) {
+       for (ind = 0; ind < ((glCompSet *) p->parentset)->buttoncount;
+            ind++) {
+           if (((glCompSet *) p->parentset)->buttons[ind]->groupid ==
+               p->groupid)
+               ((glCompSet *) p->parentset)->buttons[ind]->status = 0;
+       }
+       p->status = 1;
+    } else {
+       if (p->groupid == -1) {
+           if (p->status == 0)
+               p->status = 1;
+           else
+               p->status = 0;
+       } else
+           p->status = 0;
+    }
+    if (p->callbackfunc)
+       p->callbackfunc(p);
 
 
 }
 
-glCompLabel* glCompLabelNew(GLfloat x,GLfloat y,GLfloat size,char* text)
+glCompLabel *glCompLabelNew(GLfloat x, GLfloat y, GLfloat size, char *text)
 {
-       glCompLabel* p;
-       p=malloc(sizeof(glCompLabel));
-       p->color.R=GLCOMPSET_LABEL_COLOR_R;
-       p->color.G=GLCOMPSET_LABEL_COLOR_G;
-       p->color.B=GLCOMPSET_LABEL_COLOR_B;
-       p->color.A=GLCOMPSET_LABEL_COLOR_ALPHA;
-       p->bevel=GLCOMPSET_PANEL_BEVEL+GLCOMPSET_BEVEL_DIFF;
-       p->text=strdup(text);
-       p->pos.x=x;
-       p->pos.y=y;
-       p->size=size;
-       p->visible=1;
-       p->fontsizefactor=GLCOMPSET_FONT_SIZE_FACTOR;
-       p->panel='\0';
-       return p;
+    glCompLabel *p;
+    p = malloc(sizeof(glCompLabel));
+    p->color.R = GLCOMPSET_LABEL_COLOR_R;
+    p->color.G = GLCOMPSET_LABEL_COLOR_G;
+    p->color.B = GLCOMPSET_LABEL_COLOR_B;
+    p->color.A = GLCOMPSET_LABEL_COLOR_ALPHA;
+    p->bevel = GLCOMPSET_PANEL_BEVEL + GLCOMPSET_BEVEL_DIFF;
+    p->text = strdup(text);
+    p->pos.x = x;
+    p->pos.y = y;
+    p->size = size;
+    p->visible = 1;
+    p->fontsizefactor = GLCOMPSET_FONT_SIZE_FACTOR;
+    p->panel = '\0';
+    return p;
 }
 
-int glCompPanelHide(glCompPanel* p)
+int glCompPanelHide(glCompPanel * p)
 {
-               int ind=0;
-               for (ind=0 ; ind < ((glCompSet*)p->parentset)->buttoncount;ind ++)
-               {
-                       if(     ((glCompSet*)p->parentset)->buttons[ind]->panel==p)
-                               ((glCompSet*)p->parentset)->buttons[ind]->visible=0;
-               }
+    int ind = 0;
+    for (ind = 0; ind < ((glCompSet *) p->parentset)->buttoncount; ind++) {
+       if (((glCompSet *) p->parentset)->buttons[ind]->panel == p)
+           ((glCompSet *) p->parentset)->buttons[ind]->visible = 0;
+    }
 
-               for (ind=0 ; ind < ((glCompSet*)p->parentset)->labelcount;ind ++)
-               {
-                       if(     ((glCompSet*)p->parentset)->labels[ind]->panel==p)
-                               ((glCompSet*)p->parentset)->labels[ind]->visible=0;
-               }
-               p->visible=0;
-       return 1;
+    for (ind = 0; ind < ((glCompSet *) p->parentset)->labelcount; ind++) {
+       if (((glCompSet *) p->parentset)->labels[ind]->panel == p)
+           ((glCompSet *) p->parentset)->labels[ind]->visible = 0;
+    }
+    p->visible = 0;
+    return 1;
 
 
 }
 
-int glCompPanelShow(glCompPanel* p)
+int glCompPanelShow(glCompPanel * p)
 {
-               int ind=0;
-               for (ind=0 ; ind < ((glCompSet*)p->parentset)->buttoncount;ind ++)
-               {
-                       if(     ((glCompSet*)p->parentset)->buttons[ind]->panel==p)
-                               ((glCompSet*)p->parentset)->buttons[ind]->visible=1;
-               }
-
-               for (ind=0 ; ind < ((glCompSet*)p->parentset)->labelcount;ind ++)
-               {
-                       if(     ((glCompSet*)p->parentset)->labels[ind]->panel==p)
-                               ((glCompSet*)p->parentset)->labels[ind]->visible=1;
-               }
-               p->visible=1;
-       return 1;
+    int ind = 0;
+    for (ind = 0; ind < ((glCompSet *) p->parentset)->buttoncount; ind++) {
+       if (((glCompSet *) p->parentset)->buttons[ind]->panel == p)
+           ((glCompSet *) p->parentset)->buttons[ind]->visible = 1;
+    }
+
+    for (ind = 0; ind < ((glCompSet *) p->parentset)->labelcount; ind++) {
+       if (((glCompSet *) p->parentset)->labels[ind]->panel == p)
+           ((glCompSet *) p->parentset)->labels[ind]->visible = 1;
+    }
+    p->visible = 1;
+    return 1;
 
 }
 
-void glCompSetClear(glCompSet* s)
+void glCompSetClear(glCompSet * s)
 {
-       int ind=0;
-       for (ind =0 ; ind < s->buttoncount;ind ++)
-       {
-               free(s->buttons[ind]->caption);
-               free(s->buttons[ind]);
-       }
-       free (s->buttons);
-       for (ind =0 ; ind < s->labelcount;ind ++)
-       {
-               free(s->labels[ind]->text);
-               free(s->labels[ind]);
-       }
-       free (s->labels);
-       for (ind =0 ; ind < s->panelcount;ind ++)
-       {
-               free(s->panels[ind]);
-       }
-       free (s->panels);
-       free(s);
+    int ind = 0;
+    for (ind = 0; ind < s->buttoncount; ind++) {
+       free(s->buttons[ind]->caption);
+       free(s->buttons[ind]);
+    }
+    free(s->buttons);
+    for (ind = 0; ind < s->labelcount; ind++) {
+       free(s->labels[ind]->text);
+       free(s->labels[ind]);
+    }
+    free(s->labels);
+    for (ind = 0; ind < s->panelcount; ind++) {
+       free(s->panels[ind]);
+    }
+    free(s->panels);
+    free(s);
 }
-
-