Browse Source

Remove trail spaces

Ray 6 years ago
parent
commit
97c8a28aaa
4 changed files with 29 additions and 29 deletions
  1. 9 9
      src/core.c
  2. 14 14
      src/rlgl.h
  3. 4 4
      src/shapes.c
  4. 2 2
      src/textures.c

+ 9 - 9
src/core.c

@@ -1302,7 +1302,7 @@ void EndTextureMode(void)
 
 
     // Set viewport to default framebuffer size
     // Set viewport to default framebuffer size
     SetupViewport(renderWidth, renderHeight);
     SetupViewport(renderWidth, renderHeight);
-    
+
     // Reset current screen size
     // Reset current screen size
     currentWidth = GetScreenWidth();
     currentWidth = GetScreenWidth();
     currentHeight = GetScreenHeight();
     currentHeight = GetScreenHeight();
@@ -2241,7 +2241,7 @@ Vector2 GetMousePosition(void)
 #endif
 #endif
 #if defined(PLATFORM_WEB)
 #if defined(PLATFORM_WEB)
     Vector2 pos = GetTouchPosition(0);
     Vector2 pos = GetTouchPosition(0);
-    
+
     // Touch position has priority over mouse position
     // Touch position has priority over mouse position
     if ((pos.x > 0) && (pos.y > 0)) position = pos; // There was a touch!
     if ((pos.x > 0) && (pos.y > 0)) position = pos; // There was a touch!
 #endif
 #endif
@@ -2933,7 +2933,7 @@ static void SetupViewport(int width, int height)
 {
 {
     renderWidth = width;
     renderWidth = width;
     renderHeight = height;
     renderHeight = height;
-    
+
     // Set viewport width and height
     // Set viewport width and height
     // NOTE: We consider render size and offset in case black bars are required and
     // NOTE: We consider render size and offset in case black bars are required and
     // render area does not match full display area (this situation is only applicable on fullscreen mode)
     // render area does not match full display area (this situation is only applicable on fullscreen mode)
@@ -2944,7 +2944,7 @@ static void SetupViewport(int width, int height)
 
 
     // Set orthographic projection to current framebuffer size
     // Set orthographic projection to current framebuffer size
     // NOTE: Configured top-left corner as (0, 0)
     // NOTE: Configured top-left corner as (0, 0)
-    rlOrtho(0, renderWidth, renderHeight, 0, 0.0f, 1.0f); 
+    rlOrtho(0, renderWidth, renderHeight, 0, 0.0f, 1.0f);
 
 
     rlMatrixMode(RL_MODELVIEW);         // Switch back to MODELVIEW matrix
     rlMatrixMode(RL_MODELVIEW);         // Switch back to MODELVIEW matrix
     rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
     rlLoadIdentity();                   // Reset current matrix (MODELVIEW)
@@ -3382,7 +3382,7 @@ static void PollInputEvents(void)
                 // NOTE: Postprocessing texture is not scaled to new size
                 // NOTE: Postprocessing texture is not scaled to new size
 
 
                 windowResized = true;
                 windowResized = true;
-                
+
             } break;
             } break;
             case UWP_MSG_SET_GAME_TIME: currentTime = msg->paramDouble0; break;
             case UWP_MSG_SET_GAME_TIME: currentTime = msg->paramDouble0; break;
             default: break;
             default: break;
@@ -3734,7 +3734,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
     screenHeight = height;
     screenHeight = height;
     currentWidth = width;
     currentWidth = width;
     currentHeight = height;
     currentHeight = height;
-    
+
     // NOTE: Postprocessing texture is not scaled to new size
     // NOTE: Postprocessing texture is not scaled to new size
 
 
     windowResized = true;
     windowResized = true;
@@ -4361,7 +4361,7 @@ static void InitEvdevInput(void)
 
 
     // Open the linux directory of "/dev/input"
     // Open the linux directory of "/dev/input"
     directory = opendir(DEFAULT_EVDEV_PATH);
     directory = opendir(DEFAULT_EVDEV_PATH);
-    
+
     if (directory)
     if (directory)
     {
     {
         while ((entity = readdir(directory)) != NULL)
         while ((entity = readdir(directory)) != NULL)
@@ -4708,7 +4708,7 @@ static void *EventThread(void *arg)
                 if ((event.code >= 1) && (event.code <= 255))     //Keyboard keys appear for codes 1 to 255
                 if ((event.code >= 1) && (event.code <= 255))     //Keyboard keys appear for codes 1 to 255
                 {
                 {
                     keycode = keymap_US[event.code & 0xFF];     // The code we get is a scancode so we look up the apropriate keycode
                     keycode = keymap_US[event.code & 0xFF];     // The code we get is a scancode so we look up the apropriate keycode
-                    
+
                     // Make sure we got a valid keycode
                     // Make sure we got a valid keycode
                     if ((keycode > 0) && (keycode < sizeof(currentKeyState)))
                     if ((keycode > 0) && (keycode < sizeof(currentKeyState)))
                     {
                     {
@@ -4721,7 +4721,7 @@ static void *EventThread(void *arg)
                             lastKeyPressedEvdev.Head = (lastKeyPressedEvdev.Head + 1) & 0x07;   // Increment the head pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
                             lastKeyPressedEvdev.Head = (lastKeyPressedEvdev.Head + 1) & 0x07;   // Increment the head pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
                             // TODO: This fifo is not fully threadsafe with multiple writers, so multiple keyboards hitting a key at the exact same time could miss a key (double write to head before it was incremented)
                             // TODO: This fifo is not fully threadsafe with multiple writers, so multiple keyboards hitting a key at the exact same time could miss a key (double write to head before it was incremented)
                         }
                         }
-                        
+
                         TraceLog(LOG_DEBUG, "KEY%s ScanCode: %4i KeyCode: %4i",event.value == 0 ? "UP":"DOWN", event.code, keycode);
                         TraceLog(LOG_DEBUG, "KEY%s ScanCode: %4i KeyCode: %4i",event.value == 0 ? "UP":"DOWN", event.code, keycode);
                     }
                     }
                 }
                 }

+ 14 - 14
src/rlgl.h

@@ -64,7 +64,7 @@
 #if defined(RLGL_STANDALONE)
 #if defined(RLGL_STANDALONE)
     #define RAYMATH_STANDALONE
     #define RAYMATH_STANDALONE
     #define RAYMATH_HEADER_ONLY
     #define RAYMATH_HEADER_ONLY
-    
+
     #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
     #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
         #define RLAPI __declspec(dllexport)         // We are building raylib as a Win32 shared library (.dll)
         #define RLAPI __declspec(dllexport)         // We are building raylib as a Win32 shared library (.dll)
     #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
     #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
@@ -72,7 +72,7 @@
     #else
     #else
         #define RLAPI   // We are building or using raylib as a static library (or Linux shared library)
         #define RLAPI   // We are building or using raylib as a static library (or Linux shared library)
     #endif
     #endif
-    
+
     // Allow custom memory allocators
     // Allow custom memory allocators
     #ifndef RL_MALLOC
     #ifndef RL_MALLOC
         #define RL_MALLOC(sz)       malloc(sz)
         #define RL_MALLOC(sz)       malloc(sz)
@@ -544,7 +544,7 @@ RLAPI void EndBlendMode(void);                          // End blending mode (re
 RLAPI void InitVrSimulator(void);                       // Init VR simulator for selected device parameters
 RLAPI void InitVrSimulator(void);                       // Init VR simulator for selected device parameters
 RLAPI void CloseVrSimulator(void);                      // Close VR simulator for current device
 RLAPI void CloseVrSimulator(void);                      // Close VR simulator for current device
 RLAPI void UpdateVrTracking(Camera *camera);            // Update VR tracking (position and orientation) and camera
 RLAPI void UpdateVrTracking(Camera *camera);            // Update VR tracking (position and orientation) and camera
-RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion);      // Set stereo rendering configuration parameters 
+RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion);      // Set stereo rendering configuration parameters
 RLAPI bool IsVrSimulatorReady(void);                    // Detect if VR simulator is ready
 RLAPI bool IsVrSimulatorReady(void);                    // Detect if VR simulator is ready
 RLAPI void ToggleVrMode(void);                          // Enable/Disable VR experience
 RLAPI void ToggleVrMode(void);                          // Enable/Disable VR experience
 RLAPI void BeginVrDrawing(void);                        // Begin VR simulator stereo rendering
 RLAPI void BeginVrDrawing(void);                        // Begin VR simulator stereo rendering
@@ -1567,11 +1567,11 @@ void rlglInit(int width, int height)
             glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
             glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
             glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
             glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
             //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
             //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES");     // NOTE: Fails in WebGL, omitted
-            
+
             if (glGenVertexArrays == NULL) printf("glGenVertexArrays is NULL.\n");  // WEB: ISSUE FOUND! ...but why?
             if (glGenVertexArrays == NULL) printf("glGenVertexArrays is NULL.\n");  // WEB: ISSUE FOUND! ...but why?
             if (glBindVertexArray == NULL) printf("glBindVertexArray is NULL.\n");  // WEB: ISSUE FOUND! ...but why?
             if (glBindVertexArray == NULL) printf("glBindVertexArray is NULL.\n");  // WEB: ISSUE FOUND! ...but why?
         }
         }
-        
+
         // TODO: HACK REVIEW!
         // TODO: HACK REVIEW!
         // For some reason on raylib 2.5, VAO usage breaks the build
         // For some reason on raylib 2.5, VAO usage breaks the build
         // error seems related to function pointers but I can not get detailed info...
         // error seems related to function pointers but I can not get detailed info...
@@ -2488,19 +2488,19 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
 unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic)
 unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic)
 {
 {
     unsigned int id = 0;
     unsigned int id = 0;
-    
+
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     int drawHint = GL_STATIC_DRAW;
     int drawHint = GL_STATIC_DRAW;
     if (dynamic) drawHint = GL_DYNAMIC_DRAW;
     if (dynamic) drawHint = GL_DYNAMIC_DRAW;
-    
+
     if (vaoSupported) glBindVertexArray(vaoId);
     if (vaoSupported) glBindVertexArray(vaoId);
-    
+
     glGenBuffers(1, &id);
     glGenBuffers(1, &id);
     glBindBuffer(GL_ARRAY_BUFFER, id);
     glBindBuffer(GL_ARRAY_BUFFER, id);
     glBufferData(GL_ARRAY_BUFFER, size, buffer, drawHint);
     glBufferData(GL_ARRAY_BUFFER, size, buffer, drawHint);
     glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0);
     glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0);
     glEnableVertexAttribArray(shaderLoc);
     glEnableVertexAttribArray(shaderLoc);
-    
+
     if (vaoSupported) glBindVertexArray(0);
     if (vaoSupported) glBindVertexArray(0);
 #endif
 #endif
 
 
@@ -3536,7 +3536,7 @@ void InitVrSimulator(void)
     // Initialize framebuffer and textures for stereo rendering
     // Initialize framebuffer and textures for stereo rendering
     // NOTE: Screen size should match HMD aspect ratio
     // NOTE: Screen size should match HMD aspect ratio
     stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
     stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
-    
+
     vrSimulatorReady = true;
     vrSimulatorReady = true;
 #else
 #else
     TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
     TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1");
@@ -3558,13 +3558,13 @@ void CloseVrSimulator(void)
 #endif
 #endif
 }
 }
 
 
-// Set stereo rendering configuration parameters 
+// Set stereo rendering configuration parameters
 void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
 void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
 {
 {
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     // Reset vrConfig for a new values assignment
     // Reset vrConfig for a new values assignment
     memset(&vrConfig, 0, sizeof(vrConfig));
     memset(&vrConfig, 0, sizeof(vrConfig));
-    
+
     // Assign distortion shader
     // Assign distortion shader
     vrConfig.distortionShader = distortion;
     vrConfig.distortionShader = distortion;
 
 
@@ -3620,7 +3620,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
     // Compute eyes Viewports
     // Compute eyes Viewports
     vrConfig.eyeViewportRight[2] = hmd.hResolution/2;
     vrConfig.eyeViewportRight[2] = hmd.hResolution/2;
     vrConfig.eyeViewportRight[3] = hmd.vResolution;
     vrConfig.eyeViewportRight[3] = hmd.vResolution;
-    
+
     vrConfig.eyeViewportLeft[0] = hmd.hResolution/2;
     vrConfig.eyeViewportLeft[0] = hmd.hResolution/2;
     vrConfig.eyeViewportLeft[1] = 0;
     vrConfig.eyeViewportLeft[1] = 0;
     vrConfig.eyeViewportLeft[2] = hmd.hResolution/2;
     vrConfig.eyeViewportLeft[2] = hmd.hResolution/2;
@@ -3677,7 +3677,7 @@ void BeginVrDrawing(void)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
     if (vrSimulatorReady)
     if (vrSimulatorReady)
     {
     {
-        
+
         rlEnableRenderTexture(stereoFbo.id);    // Setup framebuffer for stereo rendering
         rlEnableRenderTexture(stereoFbo.id);    // Setup framebuffer for stereo rendering
         //glEnable(GL_FRAMEBUFFER_SRGB);        // Enable SRGB framebuffer (only if required)
         //glEnable(GL_FRAMEBUFFER_SRGB);        // Enable SRGB framebuffer (only if required)
 
 

+ 4 - 4
src/shapes.c

@@ -777,9 +777,9 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
 
 
 #if defined(SUPPORT_QUADS_DRAW_MODE)
 #if defined(SUPPORT_QUADS_DRAW_MODE)
     if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
     if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
-    
+
     rlEnableTexture(GetShapesTexture().id);
     rlEnableTexture(GetShapesTexture().id);
-    
+
     rlBegin(RL_QUADS);
     rlBegin(RL_QUADS);
         // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
         // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
         for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
         for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
@@ -1010,9 +1010,9 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
     {
     {
 #if defined(SUPPORT_QUADS_DRAW_MODE)
 #if defined(SUPPORT_QUADS_DRAW_MODE)
         if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
         if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
-        
+
         rlEnableTexture(GetShapesTexture().id);
         rlEnableTexture(GetShapesTexture().id);
-        
+
         rlBegin(RL_QUADS);
         rlBegin(RL_QUADS);
             // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
             // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
             for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
             for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop

+ 2 - 2
src/textures.c

@@ -112,11 +112,11 @@
      defined(SUPPORT_FILEFORMAT_GIF) || \
      defined(SUPPORT_FILEFORMAT_GIF) || \
      defined(SUPPORT_FILEFORMAT_PIC) || \
      defined(SUPPORT_FILEFORMAT_PIC) || \
      defined(SUPPORT_FILEFORMAT_HDR))
      defined(SUPPORT_FILEFORMAT_HDR))
-     
+
     #define STBI_MALLOC RL_MALLOC
     #define STBI_MALLOC RL_MALLOC
     #define STBI_FREE RL_FREE
     #define STBI_FREE RL_FREE
     #define STBI_REALLOC(p,newsz) realloc(p,newsz)
     #define STBI_REALLOC(p,newsz) realloc(p,newsz)
-     
+
     #define STB_IMAGE_IMPLEMENTATION
     #define STB_IMAGE_IMPLEMENTATION
     #include "external/stb_image.h"         // Required for: stbi_load_from_file()
     #include "external/stb_image.h"         // Required for: stbi_load_from_file()
                                             // NOTE: Used to read image data (multiple formats support)
                                             // NOTE: Used to read image data (multiple formats support)