Skip to content
This repository has been archived by the owner on May 13, 2024. It is now read-only.

Commit

Permalink
Strip non-leading tabs
Browse files Browse the repository at this point in the history
The per-file command is:

perl -p -i -e 's:(([^\t ])| )\t+\s*:$2 :g'
  • Loading branch information
numberZero committed Nov 2, 2023
1 parent 805a036 commit ac648de
Show file tree
Hide file tree
Showing 80 changed files with 1,091 additions and 1,091 deletions.
8 changes: 4 additions & 4 deletions examples/AutomatedTest/test_array.cpp
Expand Up @@ -7,11 +7,11 @@ using core::array;
static void test_basics()
{
array<int> v;
v.push_back(1); // 1
v.push_back(1); // 1
v.push_front(2); // 2, 1
v.insert(4, 0); // 4, 2, 1
v.insert(3, 1); // 4, 3, 2, 1
v.insert(0, 4); // 4, 3, 2, 1, 0
v.insert(4, 0); // 4, 2, 1
v.insert(3, 1); // 4, 3, 2, 1
v.insert(0, 4); // 4, 3, 2, 1, 0
UASSERTEQ(v.size(), 5);
UASSERTEQ(v[0], 4);
UASSERTEQ(v[1], 3);
Expand Down
6 changes: 3 additions & 3 deletions include/ECullingTypes.h
Expand Up @@ -26,10 +26,10 @@ enum E_CULLING_TYPE
const c8 *const AutomaticCullingNames[] =
{
"false",
"box", // camera box against node box
"frustum_box", // camera frustum against node box
"box", // camera box against node box
"frustum_box", // camera frustum against node box
"frustum_sphere", // camera frustum against node sphere
"occ_query", // occlusion query
"occ_query", // occlusion query
0};

} // end namespace scene
Expand Down
2 changes: 1 addition & 1 deletion include/IAnimatedMesh.h
Expand Up @@ -23,7 +23,7 @@ class IAnimatedMesh : public IMesh
//! Gets the frame count of the animated mesh.
/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
\return The amount of frames. If the amount is 1,
it is a static, non animated mesh. */
it is a static, non animated mesh. */
virtual u32 getFrameCount() const = 0;

//! Gets the animation speed of the animated mesh.
Expand Down
2 changes: 1 addition & 1 deletion include/IBillboardSceneNode.h
Expand Up @@ -83,7 +83,7 @@ class IBillboardSceneNode : public ISceneNode
/** NOTE: Positions and normals of this meshbuffers are re-calculated before rendering.
So this is mainly useful to access/modify the uv-coordinates.
\param nr: Zero based index of the mesh buffer.
\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
virtual IMeshBuffer *getMeshBuffer(u32 nr) const = 0;
};

Expand Down
2 changes: 1 addition & 1 deletion include/IContextManager.h
Expand Up @@ -45,7 +45,7 @@ class IContextManager : public virtual IReferenceCounted
call this function as follows:
Old thread gives up context with: activateContext(irr::video::SExposedVideoData());
New thread takes over context with: activateContext(videoDriver->getExposedVideoData());
Note that only 1 thread at a time may access an OpenGL context. */
Note that only 1 thread at a time may access an OpenGL context. */
virtual bool activateContext(const SExposedVideoData &videoData, bool restorePrimaryOnZero = false) = 0;

//! Get the address of any OpenGL procedure (including core procedures).
Expand Down
20 changes: 10 additions & 10 deletions include/ICursorControl.h
Expand Up @@ -20,19 +20,19 @@ class IGUISpriteBank;
enum ECURSOR_ICON
{
// Following cursors might be system specific, or might use an Irrlicht icon-set. No guarantees so far.
ECI_NORMAL, // arrow
ECI_CROSS, // Crosshair
ECI_HAND, // Hand
ECI_HELP, // Arrow and question mark
ECI_IBEAM, // typical text-selection cursor
ECI_NO, // should not click icon
ECI_WAIT, // hourglass
ECI_NORMAL, // arrow
ECI_CROSS, // Crosshair
ECI_HAND, // Hand
ECI_HELP, // Arrow and question mark
ECI_IBEAM, // typical text-selection cursor
ECI_NO, // should not click icon
ECI_WAIT, // hourglass
ECI_SIZEALL, // arrow in all directions
ECI_SIZENESW, // resizes in direction north-east or south-west
ECI_SIZENWSE, // resizes in direction north-west or south-east
ECI_SIZENS, // resizes in direction north or south
ECI_SIZEWE, // resizes in direction west or east
ECI_UP, // up-arrow
ECI_SIZENS, // resizes in direction north or south
ECI_SIZEWE, // resizes in direction west or east
ECI_UP, // up-arrow

// Implementer note: Should we add system specific cursors, which use guaranteed the system icons,
// then I would recommend using a naming scheme like ECI_W32_CROSS, ECI_X11_CROSSHAIR and adding those
Expand Down
6 changes: 3 additions & 3 deletions include/IEventReceiver.h
Expand Up @@ -465,9 +465,9 @@ struct SEvent
NUMBER_OF_BUTTONS = 32,

AXIS_X = 0, // e.g. analog stick 1 left to right
AXIS_Y, // e.g. analog stick 1 top to bottom
AXIS_Z, // e.g. throttle, or analog 2 stick 2 left to right
AXIS_R, // e.g. rudder, or analog 2 stick 2 top to bottom
AXIS_Y, // e.g. analog stick 1 top to bottom
AXIS_Z, // e.g. throttle, or analog 2 stick 2 left to right
AXIS_R, // e.g. rudder, or analog 2 stick 2 top to bottom
AXIS_U,
AXIS_V,
NUMBER_OF_AXES = 18 // (please tell Irrlicht maintainers if you absolutely need more axes)
Expand Down
2 changes: 1 addition & 1 deletion include/IFileArchive.h
Expand Up @@ -18,7 +18,7 @@ namespace io
enum EFileSystemType
{
FILESYSTEM_NATIVE = 0, // Native OS FileSystem
FILESYSTEM_VIRTUAL // Virtual FileSystem
FILESYSTEM_VIRTUAL // Virtual FileSystem
};

//! Contains the different types of archives
Expand Down
6 changes: 3 additions & 3 deletions include/IGUIButton.h
Expand Up @@ -201,7 +201,7 @@ class IGUIButton : public IGUIElement
\param index: The sprite number from the current sprite bank
\param color: The color of the sprite
\param loop: True if the animation should loop, false if not
\param scale: True if the sprite should scale to button size, false if not */
\param scale: True if the sprite should scale to button size, false if not */
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false, bool scale = false) = 0;

Expand Down Expand Up @@ -250,11 +250,11 @@ class IGUIButton : public IGUIElement
virtual bool isScalingImage() const = 0;

//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
/** Generated together with event, so info is available in the event-receiver. */
/** Generated together with event, so info is available in the event-receiver. */
virtual bool getClickShiftState() const = 0;

//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
/** Generated together with event, so info is available in the event-receiver. */
/** Generated together with event, so info is available in the event-receiver. */
virtual bool getClickControlState() const = 0;
};

Expand Down
2 changes: 1 addition & 1 deletion include/IGUIElement.h
Expand Up @@ -707,7 +707,7 @@ class IGUIElement : virtual public IReferenceCounted, public IEventReceiver
void addChildToEnd(IGUIElement *child)
{
if (child) {
child->grab(); // prevent destruction when removed
child->grab(); // prevent destruction when removed
child->remove(); // remove from old parent
child->LastParentRect = getAbsolutePosition();
child->Parent = this;
Expand Down
2 changes: 1 addition & 1 deletion include/IGUIEnvironment.h
Expand Up @@ -403,7 +403,7 @@ class IGUIEnvironment : public virtual IReferenceCounted
/** Queued elements will be removed at the end of each drawAll call.
Or latest in the destructor of the GUIEnvironment.
This can be used to allow an element removing itself safely in a function
iterating over gui elements, like an overloaded IGUIElement::draw or
iterating over gui elements, like an overloaded IGUIElement::draw or
IGUIElement::OnPostRender function.
Note that in general just calling IGUIElement::remove() is enough.
Unless you create your own GUI elements removing themselves you won't need it.
Expand Down
16 changes: 8 additions & 8 deletions include/IImage.h
Expand Up @@ -188,7 +188,7 @@ class IImage : public virtual IReferenceCounted
}

//! Calculate mipmap size for a certain level
/** level 0 will be full image size. Every further level is half the size. */
/** level 0 will be full image size. Every further level is half the size. */
static core::dimension2du getMipMapsSize(const core::dimension2du &sizeLevel0, u32 mipmapLevel)
{
core::dimension2du result(sizeLevel0);
Expand Down Expand Up @@ -294,29 +294,29 @@ class IImage : public virtual IReferenceCounted
virtual void setPixel(u32 x, u32 y, const SColor &color, bool blend = false) = 0;

//! Copies this surface into another, if it has the exact same size and format.
/** NOTE: mipmaps are ignored
/** NOTE: mipmaps are ignored
\return True if it was copied, false otherwise.
*/
virtual bool copyToNoScaling(void *target, u32 width, u32 height, ECOLOR_FORMAT format = ECF_A8R8G8B8, u32 pitch = 0) const = 0;

//! Copies the image into the target, scaling the image to fit
/** NOTE: mipmaps are ignored */
/** NOTE: mipmaps are ignored */
virtual void copyToScaling(void *target, u32 width, u32 height, ECOLOR_FORMAT format = ECF_A8R8G8B8, u32 pitch = 0) = 0;

//! Copies the image into the target, scaling the image to fit
/** NOTE: mipmaps are ignored */
/** NOTE: mipmaps are ignored */
virtual void copyToScaling(IImage *target) = 0;

//! copies this surface into another
/** NOTE: mipmaps are ignored */
/** NOTE: mipmaps are ignored */
virtual void copyTo(IImage *target, const core::position2d<s32> &pos = core::position2d<s32>(0, 0)) = 0;

//! copies this surface into another
/** NOTE: mipmaps are ignored */
/** NOTE: mipmaps are ignored */
virtual void copyTo(IImage *target, const core::position2d<s32> &pos, const core::rect<s32> &sourceRect, const core::rect<s32> *clipRect = 0) = 0;

//! copies this surface into another, using the alpha mask and cliprect and a color to add with
/** NOTE: mipmaps are ignored
/** NOTE: mipmaps are ignored
\param combineAlpha - When true then combine alpha channels. When false replace target image alpha with source image alpha.
*/
virtual void copyToWithAlpha(IImage *target, const core::position2d<s32> &pos,
Expand All @@ -325,7 +325,7 @@ class IImage : public virtual IReferenceCounted
bool combineAlpha = false) = 0;

//! copies this surface into another, scaling it to fit, applying a box filter
/** NOTE: mipmaps are ignored */
/** NOTE: mipmaps are ignored */
virtual void copyToScalingBoxFilter(IImage *target, s32 bias = 0, bool blend = false) = 0;

//! fills the surface with given color
Expand Down
2 changes: 1 addition & 1 deletion include/IMaterialRenderer.h
Expand Up @@ -94,7 +94,7 @@ class IMaterialRenderer : public virtual IReferenceCounted

//! Access the callback provided by the users when creating shader materials
/** \returns Returns either the users provided callback or 0 when no such
callback exists. Non-shader materials will always return 0. */
callback exists. Non-shader materials will always return 0. */
virtual IShaderConstantSetCallBack *getShaderConstantSetCallBack() const { return 0; }
};

Expand Down
2 changes: 1 addition & 1 deletion include/IMesh.h
Expand Up @@ -15,7 +15,7 @@ namespace scene
{
//! Possible types of meshes.
// Note: Was previously only used in IAnimatedMesh so it still has the "animated" in the name.
// But can now be used for all mesh-types as we need those casts as well.
// But can now be used for all mesh-types as we need those casts as well.
enum E_ANIMATED_MESH_TYPE
{
//! Unknown animated mesh type.
Expand Down
4 changes: 2 additions & 2 deletions include/ISceneManager.h
Expand Up @@ -313,7 +313,7 @@ class ISceneManager : public virtual IReferenceCounted
* To load and display a mesh quickly, just do this:
* \code
* SceneManager->addAnimatedMeshSceneNode(
* SceneManager->getMesh("yourmesh.3ds"));
* SceneManager->getMesh("yourmesh.3ds"));
* \endcode
* If you would like to implement and add your own file format loader to Irrlicht,
* see addExternalMeshLoader().
Expand Down Expand Up @@ -569,7 +569,7 @@ class ISceneManager : public virtual IReferenceCounted

//! Get interface to the parameters set in this scene.
/** String parameters can be used by plugins and mesh loaders.
See COLLADA_CREATE_SCENE_INSTANCES and DMF_USE_MATERIALS_DIRS */
See COLLADA_CREATE_SCENE_INSTANCES and DMF_USE_MATERIALS_DIRS */
virtual io::IAttributes *getParameters() = 0;

//! Get current render pass.
Expand Down
6 changes: 3 additions & 3 deletions include/ITexture.h
Expand Up @@ -67,7 +67,7 @@ enum E_TEXTURE_CREATION_FLAG
/** Discard any alpha layer and use non-alpha color format.
Warning: This may lead to getting 24-bit texture formats which
are often badly supported by drivers. So it's generally
not recommended to enable this flag. */
not recommended to enable this flag. */
ETCF_NO_ALPHA_CHANNEL = 0x00000020,

//! Allow the Driver to use Non-Power-2-Textures
Expand Down Expand Up @@ -211,7 +211,7 @@ class ITexture : public virtual IReferenceCounted
//! Unlock function. Must be called after a lock() to the texture.
/** One should avoid to call unlock more than once before another lock.
The last locked mip level will be unlocked.
You may want to call regenerateMipMapLevels() after this when you changed any data. */
You may want to call regenerateMipMapLevels() after this when you changed any data. */
virtual void unlock() = 0;

//! Regenerates the mip map levels of the texture.
Expand Down Expand Up @@ -253,7 +253,7 @@ class ITexture : public virtual IReferenceCounted
//! Get the original color format
/** When create textures from image data we will often use different color formats.
For example depending on driver TextureCreationFlag's.
This can give you the original format which the image used to create the texture had */
This can give you the original format which the image used to create the texture had */
ECOLOR_FORMAT getOriginalColorFormat() const { return OriginalColorFormat; };

//! Get pitch of the main texture (in bytes).
Expand Down
4 changes: 2 additions & 2 deletions include/IVideoDriver.h
Expand Up @@ -311,7 +311,7 @@ class IVideoDriver : public virtual IReferenceCounted
\param format Desired color format of the texture. Please note
that the driver may choose to create the texture in another
color format.
\return Pointer to the newly created texture. */
\return Pointer to the newly created texture. */
virtual ITexture *addTextureCubemap(const irr::u32 sideLen, const io::path &name, ECOLOR_FORMAT format = ECF_A8R8G8B8) = 0;

//! Adds a new render target texture to the texture cache.
Expand Down Expand Up @@ -1197,7 +1197,7 @@ class IVideoDriver : public virtual IReferenceCounted
void *dP, ECOLOR_FORMAT dF) const = 0;

//! Check if the driver supports creating textures with the given color format
/** \return True if the format is available, false if not. */
/** \return True if the format is available, false if not. */
virtual bool queryTextureFormat(ECOLOR_FORMAT format) const = 0;

//! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
Expand Down
2 changes: 1 addition & 1 deletion include/IrrlichtDevice.h
Expand Up @@ -226,7 +226,7 @@ class IrrlichtDevice : public virtual IReferenceCounted
virtual void setResizable(bool resize = false) = 0;

//! Resize the render window.
/** This will only work in windowed mode and is not yet supported on all systems.
/** This will only work in windowed mode and is not yet supported on all systems.
It does set the drawing/clientDC size of the window, the window decorations are added to that.
You get the current window size with IVideoDriver::getScreenSize() (might be unified in future)
*/
Expand Down

0 comments on commit ac648de

Please sign in to comment.