winex11.drv: Use BOOL type where appropriate

Frédéric Delanoy frederic.delanoy at gmail.com
Tue Oct 8 17:06:15 CDT 2013


---
 dlls/winex11.drv/ime.c    |  4 ++--
 dlls/winex11.drv/opengl.c | 18 +++++++++---------
 2 files changed, 11 insertions(+), 11 deletions(-)

diff --git a/dlls/winex11.drv/ime.c b/dlls/winex11.drv/ime.c
index 2822f3e..aa6c7dd 100644
--- a/dlls/winex11.drv/ime.c
+++ b/dlls/winex11.drv/ime.c
@@ -124,11 +124,11 @@ static BOOL UnlockRealIMC(HIMC hIMC)
 
 static void IME_RegisterClasses(void)
 {
-    static int done;
+    static BOOL done = FALSE;
     WNDCLASSW wndClass;
 
     if (done) return;
-    done = 1;
+    done = TRUE;
 
     ZeroMemory(&wndClass, sizeof(WNDCLASSW));
     wndClass.style = CS_GLOBALCLASS | CS_IME | CS_HREDRAW | CS_VREDRAW;
diff --git a/dlls/winex11.drv/opengl.c b/dlls/winex11.drv/opengl.c
index e9a0433..4801bff 100644
--- a/dlls/winex11.drv/opengl.c
+++ b/dlls/winex11.drv/opengl.c
@@ -278,7 +278,7 @@ static struct list context_list = LIST_INIT( context_list );
 static struct WineGLInfo WineGLInfo = { 0 };
 static struct wgl_pixel_format *pixel_formats;
 static int nb_pixel_formats, nb_onscreen_formats;
-static int use_render_texture_emulation = 1;
+static BOOL use_render_texture_emulation = TRUE;
 
 /* Selects the preferred GLX swap control method for use by wglSwapIntervalEXT */
 static enum glx_swap_control_method swap_control_method = GLX_SWAP_CONTROL_NONE;
@@ -566,7 +566,7 @@ done:
 
 static BOOL has_opengl(void)
 {
-    static int init_done;
+    static BOOL init_done = FALSE;
     static void *opengl_handle;
 
     char buffer[200];
@@ -574,7 +574,7 @@ static BOOL has_opengl(void)
     unsigned int i;
 
     if (init_done) return (opengl_handle != NULL);
-    init_done = 1;
+    init_done = TRUE;
 
     /* No need to load any other libraries as according to the ABI, libGL should be self-sufficient
        and include all dependencies */
@@ -2420,7 +2420,7 @@ static BOOL X11DRV_wglSetPbufferAttribARB( struct wgl_pbuffer *object, const int
         SetLastError(ERROR_INVALID_HANDLE);
         return GL_FALSE;
     }
-    if (1 == use_render_texture_emulation) {
+    if (use_render_texture_emulation) {
         return GL_TRUE;
     }
     return ret;
@@ -2829,8 +2829,8 @@ static BOOL X11DRV_wglBindTexImageARB( struct wgl_pbuffer *object, int iBuffer )
         return GL_FALSE;
     }
 
-    if (1 == use_render_texture_emulation) {
-        static int init = 0;
+    if (use_render_texture_emulation) {
+        static BOOL initialized = FALSE;
         int prev_binded_texture = 0;
         GLXContext prev_context;
         Drawable prev_drawable;
@@ -2843,8 +2843,8 @@ static BOOL X11DRV_wglBindTexImageARB( struct wgl_pbuffer *object, int iBuffer )
            This is mostly due to lack of demos/games using them. Further the use of glReadPixels
            isn't ideal performance wise but I wasn't able to get other ways working.
         */
-        if(!init) {
-            init = 1; /* Only show the FIXME once for performance reasons */
+        if(!initialized) {
+            initialized = TRUE; /* Only show the FIXME once for performance reasons */
             FIXME("partial stub!\n");
         }
 
@@ -2885,7 +2885,7 @@ static BOOL X11DRV_wglReleaseTexImageARB( struct wgl_pbuffer *object, int iBuffe
         SetLastError(ERROR_INVALID_HANDLE);
         return GL_FALSE;
     }
-    if (1 == use_render_texture_emulation) {
+    if (use_render_texture_emulation) {
         return GL_TRUE;
     }
     return ret;
-- 
1.8.4




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