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Updated all gameplay .h/.cpp files to remove the useless file headers that only identify the file name.

Sean Paul Taylor vor 14 Jahren
Ursprung
Commit
6bd1537915
100 geänderte Dateien mit 71 neuen und 437 gelöschten Zeilen
  1. 2 1
      gameplay/gameplay.vcxproj
  2. 9 6
      gameplay/gameplay.vcxproj.filters
  3. 0 4
      gameplay/src/Animation.cpp
  4. 0 4
      gameplay/src/Animation.h
  5. 0 4
      gameplay/src/AnimationClip.cpp
  6. 0 4
      gameplay/src/AnimationClip.h
  7. 0 4
      gameplay/src/AnimationController.cpp
  8. 0 4
      gameplay/src/AnimationController.h
  9. 0 4
      gameplay/src/AnimationTarget.cpp
  10. 0 4
      gameplay/src/AnimationTarget.h
  11. 0 4
      gameplay/src/AnimationValue.cpp
  12. 0 4
      gameplay/src/AnimationValue.h
  13. 0 6
      gameplay/src/AudioBuffer.cpp
  14. 0 4
      gameplay/src/AudioBuffer.h
  15. 0 4
      gameplay/src/AudioController.cpp
  16. 0 4
      gameplay/src/AudioController.h
  17. 0 4
      gameplay/src/AudioListener.cpp
  18. 0 4
      gameplay/src/AudioListener.h
  19. 0 4
      gameplay/src/AudioSource.cpp
  20. 0 4
      gameplay/src/AudioSource.h
  21. 0 3
      gameplay/src/Base.h
  22. 0 4
      gameplay/src/BoundingBox.cpp
  23. 0 4
      gameplay/src/BoundingBox.h
  24. 0 4
      gameplay/src/BoundingBox.inl
  25. 0 4
      gameplay/src/BoundingSphere.cpp
  26. 0 4
      gameplay/src/BoundingSphere.h
  27. 0 4
      gameplay/src/BoundingSphere.inl
  28. 0 4
      gameplay/src/Camera.cpp
  29. 0 4
      gameplay/src/Camera.h
  30. 0 4
      gameplay/src/Curve.cpp
  31. 0 4
      gameplay/src/Curve.h
  32. 0 4
      gameplay/src/DebugNew.cpp
  33. 3 5
      gameplay/src/DebugNew.h
  34. 0 4
      gameplay/src/Effect.cpp
  35. 0 4
      gameplay/src/Effect.h
  36. 0 4
      gameplay/src/FileSystem.cpp
  37. 0 4
      gameplay/src/FileSystem.h
  38. 0 4
      gameplay/src/Font.cpp
  39. 0 4
      gameplay/src/Font.h
  40. 0 4
      gameplay/src/Frustum.cpp
  41. 0 4
      gameplay/src/Frustum.h
  42. 0 4
      gameplay/src/Game.cpp
  43. 0 4
      gameplay/src/Game.h
  44. 0 4
      gameplay/src/Input.cpp
  45. 0 4
      gameplay/src/Input.h
  46. 0 4
      gameplay/src/Joint.cpp
  47. 0 4
      gameplay/src/Joint.h
  48. 0 4
      gameplay/src/Light.cpp
  49. 0 4
      gameplay/src/Light.h
  50. 0 4
      gameplay/src/Material.cpp
  51. 0 4
      gameplay/src/Material.h
  52. 0 4
      gameplay/src/MaterialParameter.cpp
  53. 0 4
      gameplay/src/MaterialParameter.h
  54. 0 3
      gameplay/src/Matrix.cpp
  55. 0 4
      gameplay/src/Matrix.h
  56. 0 4
      gameplay/src/Matrix.inl
  57. 0 4
      gameplay/src/Mesh.cpp
  58. 0 4
      gameplay/src/Mesh.h
  59. 0 4
      gameplay/src/MeshPart.cpp
  60. 0 4
      gameplay/src/MeshPart.h
  61. 0 4
      gameplay/src/MeshSkin.cpp
  62. 0 4
      gameplay/src/MeshSkin.h
  63. 0 4
      gameplay/src/Model.cpp
  64. 0 4
      gameplay/src/Model.h
  65. 0 4
      gameplay/src/Node.cpp
  66. 0 4
      gameplay/src/Node.h
  67. 0 4
      gameplay/src/Package.cpp
  68. 0 4
      gameplay/src/Package.h
  69. 6 10
      gameplay/src/ParticleEmitter.cpp
  70. 0 4
      gameplay/src/ParticleEmitter.h
  71. 0 4
      gameplay/src/Pass.cpp
  72. 0 4
      gameplay/src/Pass.h
  73. 0 4
      gameplay/src/PhysicsConstraint.cpp
  74. 1 4
      gameplay/src/PhysicsConstraint.h
  75. 0 4
      gameplay/src/PhysicsConstraint.inl
  76. 0 4
      gameplay/src/PhysicsController.cpp
  77. 11 10
      gameplay/src/PhysicsController.h
  78. 1 5
      gameplay/src/PhysicsFixedConstraint.cpp
  79. 1 4
      gameplay/src/PhysicsFixedConstraint.h
  80. 0 4
      gameplay/src/PhysicsFixedConstraint.inl
  81. 1 5
      gameplay/src/PhysicsGenericConstraint.cpp
  82. 4 5
      gameplay/src/PhysicsGenericConstraint.h
  83. 0 4
      gameplay/src/PhysicsGenericConstraint.inl
  84. 0 4
      gameplay/src/PhysicsHingeConstraint.cpp
  85. 2 5
      gameplay/src/PhysicsHingeConstraint.h
  86. 4 9
      gameplay/src/PhysicsMotionState.cpp
  87. 2 4
      gameplay/src/PhysicsMotionState.h
  88. 2 6
      gameplay/src/PhysicsRigidBody.cpp
  89. 13 9
      gameplay/src/PhysicsRigidBody.h
  90. 0 4
      gameplay/src/PhysicsRigidBody.inl
  91. 2 6
      gameplay/src/PhysicsSocketConstraint.cpp
  92. 2 5
      gameplay/src/PhysicsSocketConstraint.h
  93. 2 6
      gameplay/src/PhysicsSpringConstraint.cpp
  94. 3 5
      gameplay/src/PhysicsSpringConstraint.h
  95. 0 4
      gameplay/src/PhysicsSpringConstraint.inl
  96. 0 4
      gameplay/src/Plane.cpp
  97. 0 4
      gameplay/src/Plane.h
  98. 0 4
      gameplay/src/Plane.inl
  99. 0 4
      gameplay/src/Platform.h
  100. 0 7
      gameplay/src/PlatformMacOS.mm

+ 2 - 1
gameplay/gameplay.vcxproj

@@ -166,11 +166,12 @@
     <None Include="res\shaders\solid.vsh" />
     <None Include="res\shaders\textured.fsh" />
     <None Include="res\shaders\textured.vsh" />
-    <None Include="src\gameplay-main-macosx.mm" />
     <None Include="src\BoundingBox.inl" />
     <None Include="src\BoundingSphere.inl" />
+    <None Include="src\gameplay-main-macos.mm" />
     <None Include="src\Matrix.inl" />
     <None Include="src\Plane.inl" />
+    <None Include="src\PlatformMacOS.mm" />
     <None Include="src\Quaternion.inl" />
     <None Include="src\Ray.inl" />
     <None Include="src\Vector2.inl" />

+ 9 - 6
gameplay/gameplay.vcxproj.filters

@@ -172,10 +172,10 @@
       <Filter>src</Filter>
     </ClCompile>
     <ClCompile Include="src\gameplay-main-win32.cpp">
-		<Filter>src</Filter>
+      <Filter>src</Filter>
     </ClCompile>
     <ClCompile Include="src\DebugNew.cpp">
-		<Filter>src</Filter>
+      <Filter>src</Filter>
     </ClCompile>
     <ClCompile Include="src\PhysicsController.cpp">
       <Filter>src</Filter>
@@ -457,11 +457,14 @@
     <None Include="res\shaders\bumped-specular.fsh">
       <Filter>res\shaders</Filter>
     </None>
-  </ItemGroup>
-  <ItemGroup>
-    <None Include="src\gameplay-main-macosx.mm">
+    <None Include="src\gameplay-main-macos.mm">
       <Filter>src</Filter>
     </None>
+    <None Include="src\PlatformMacOS.mm">
+      <Filter>src</Filter>
+    </None>
+  </ItemGroup>
+  <ItemGroup>
     <None Include="src\PhysicsFixedConstraint.inl">
       <Filter>src</Filter>
     </None>
@@ -505,4 +508,4 @@
       <Filter>src</Filter>
     </None>
   </ItemGroup>
-</Project>
+</Project>

+ 0 - 4
gameplay/src/Animation.cpp

@@ -1,7 +1,3 @@
-/*
- * Animation.cpp
- */
-
 #include "Base.h"
 #include "Animation.h"
 #include "AnimationController.h"

+ 0 - 4
gameplay/src/Animation.h

@@ -1,7 +1,3 @@
-/*
- * Animation.h
- */
-
 #ifndef ANIMATION_H_
 #define ANIMATION_H_
 

+ 0 - 4
gameplay/src/AnimationClip.cpp

@@ -1,7 +1,3 @@
-/*
- * AnimationClip.cpp
- */
-
 #include "Base.h"
 #include "AnimationClip.h"
 #include "Animation.h"

+ 0 - 4
gameplay/src/AnimationClip.h

@@ -1,7 +1,3 @@
-/*
- * AnimationClip.h
- */
-
 #ifndef ANIMATIONCLIP_H_
 #define ANIMATIONCLIP_H_
 

+ 0 - 4
gameplay/src/AnimationController.cpp

@@ -1,7 +1,3 @@
-/*
- * AnimationController.cpp
- */
-
 #include "Base.h"
 #include "AnimationController.h"
 #include "Game.h"

+ 0 - 4
gameplay/src/AnimationController.h

@@ -1,7 +1,3 @@
-/*
- * AnimationController.h
- */
-
 #ifndef ANIMATIONCONTROLLER_H_
 #define ANIMATIONCONTROLLER_H_
 

+ 0 - 4
gameplay/src/AnimationTarget.cpp

@@ -1,7 +1,3 @@
-/*
- * AnimationTarget.cpp
- */
-
 #include "Base.h"
 #include "AnimationTarget.h"
 #include "Animation.h"

+ 0 - 4
gameplay/src/AnimationTarget.h

@@ -1,7 +1,3 @@
-/*
- * PropertyListener
- */
-
 #ifndef ANIMATIONTARGET_H_
 #define ANIMATIONTARGET_H_
 

+ 0 - 4
gameplay/src/AnimationValue.cpp

@@ -1,7 +1,3 @@
-/*
- * AnimationValue.cpp
- */
-
 #include "Base.h"
 #include "AnimationValue.h"
 

+ 0 - 4
gameplay/src/AnimationValue.h

@@ -1,7 +1,3 @@
-/*
- * AnimationValue.h
- */
-
 #ifndef ANIMATIONVALUE_H_
 #define ANIMATIONVALUE_H_
 

+ 0 - 6
gameplay/src/AudioBuffer.cpp

@@ -1,7 +1,3 @@
-/*
- * AudioBuffer.cpp
- */
-
 #include "Base.h"
 #include "AudioBuffer.h"
 #include "FileSystem.h"
@@ -9,7 +5,6 @@
 namespace gameplay
 {
 
-
 // Audio buffer cache
 static std::vector<AudioBuffer*> __buffers;
 
@@ -113,7 +108,6 @@ cleanup:
     return NULL;
 }
     
-    
 bool AudioBuffer::loadWav(FILE* file, ALuint buffer)
 {
     unsigned char stream[12];

+ 0 - 4
gameplay/src/AudioBuffer.h

@@ -1,7 +1,3 @@
-/*
- * AudioBuffer.h
- */
-
 #ifndef AUDIOBUFFER_H_
 #define AUDIOBUFFER_H_
 

+ 0 - 4
gameplay/src/AudioController.cpp

@@ -1,7 +1,3 @@
-/*
- * AudioController.cpp
- */
-
 #include "Base.h"
 #include "AudioController.h"
 #include "AudioListener.h"

+ 0 - 4
gameplay/src/AudioController.h

@@ -1,7 +1,3 @@
-/*
- * AudioController.h
- */
-
 #ifndef AUDIOCONTROLLER_H_
 #define AUDIOCONTROLLER_H_
 

+ 0 - 4
gameplay/src/AudioListener.cpp

@@ -1,7 +1,3 @@
-/*
- * AudioListener.cpp
- */
-
 #include "Base.h"
 #include "Node.h"
 #include "AudioListener.h"

+ 0 - 4
gameplay/src/AudioListener.h

@@ -1,7 +1,3 @@
-/*
- * AudioListener.h
- */
-
 #ifndef AUDIOLISTENER_H_
 #define AUDIOLISTENER_H_
 

+ 0 - 4
gameplay/src/AudioSource.cpp

@@ -1,7 +1,3 @@
-/*
- * AudioSource.cpp
- */
-
 #include "Base.h"
 #include "Node.h"
 #include "AudioBuffer.h"

+ 0 - 4
gameplay/src/AudioSource.h

@@ -1,7 +1,3 @@
-/*
- * AudioSource.h
- */
-
 #ifndef AUDIOSOURCE_H_
 #define AUDIOSOURCE_H_
 

+ 0 - 3
gameplay/src/Base.h

@@ -1,6 +1,3 @@
-/*
- * Base.h
- */
 #ifndef BASE_H_
 #define BASE_H_
 

+ 0 - 4
gameplay/src/BoundingBox.cpp

@@ -1,7 +1,3 @@
-/*
- * BoundingBox.cpp
- */
-
 #include "Base.h"
 #include "BoundingBox.h"
 #include "BoundingSphere.h"

+ 0 - 4
gameplay/src/BoundingBox.h

@@ -1,7 +1,3 @@
-/*
- * BoundingBox.h
- */
-
 #ifndef BOUNDINGBOX_H_
 #define BOUNDINGBOX_H_
 

+ 0 - 4
gameplay/src/BoundingBox.inl

@@ -1,7 +1,3 @@
-/** 
- * BoundingBox.inl
- */
-
 #include "BoundingBox.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/BoundingSphere.cpp

@@ -1,7 +1,3 @@
-/*
- * BoundingSphere.cpp
- */
-
 #include "Base.h"
 #include "BoundingSphere.h"
 #include "BoundingBox.h"

+ 0 - 4
gameplay/src/BoundingSphere.h

@@ -1,7 +1,3 @@
-/*
- * BoundingSphere.h
- */
-
 #ifndef BOUNDINGSPHERE_H_
 #define BOUNDINGSPHERE_H_
 

+ 0 - 4
gameplay/src/BoundingSphere.inl

@@ -1,7 +1,3 @@
-/** 
- * BoundingSphere.inl
- */
-
 #include "BoundingSphere.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/Camera.cpp

@@ -1,7 +1,3 @@
-/*
- * Camera.cpp
- */
-
 #include "Base.h"
 #include "Camera.h"
 #include "Game.h"

+ 0 - 4
gameplay/src/Camera.h

@@ -1,7 +1,3 @@
-/*
- * Camera.h
- */
-
 #ifndef CAMERA_H_
 #define CAMERA_H_
 

+ 0 - 4
gameplay/src/Curve.cpp

@@ -1,7 +1,3 @@
-/*
- * Curve.cpp
- */
-
 #include "Base.h"
 #include "Curve.h"
 #include "Transform.h"

+ 0 - 4
gameplay/src/Curve.h

@@ -1,7 +1,3 @@
-/*
- * Curve.h
- */
-
 #ifndef CURVE_H_
 #define CURVE_H_
 

+ 0 - 4
gameplay/src/DebugNew.cpp

@@ -1,7 +1,3 @@
-/**
- * DebugNew.cpp
- */
-
 #ifdef GAMEPLAY_MEM_LEAK_DETECTION
 
 #include <new>

+ 3 - 5
gameplay/src/DebugNew.h

@@ -1,13 +1,11 @@
+#ifndef DEBUGNEW_H_
+#define DEBUGNEW_H_
+
 /**
- * DebugNew.h
- *
  * Global overrides of the new and delete operators for memory tracking.
  * This file is only included when memory leak detection is explicitly
  * request via the pre-processor defintion GAMEPLAY_MEM_LEAK_DETECTION.
  */
-
-#ifndef DEBUGNEW_H_
-#define DEBUGNEW_H_
 #ifdef GAMEPLAY_MEM_LEAK_DETECTION
 
 #include <new>

+ 0 - 4
gameplay/src/Effect.cpp

@@ -1,7 +1,3 @@
-/**
- * Effect.cpp
- */
-
 #include "Base.h"
 #include "Effect.h"
 #include "FileSystem.h"

+ 0 - 4
gameplay/src/Effect.h

@@ -1,7 +1,3 @@
-/*
- * Effect.h
- */
-
 #ifndef EFFECT_H_
 #define EFFECT_H_
 

+ 0 - 4
gameplay/src/FileSystem.cpp

@@ -1,7 +1,3 @@
-/**
- * FileSystem.cpp
- */
-
 #include "Base.h"
 #include "FileSystem.h"
 

+ 0 - 4
gameplay/src/FileSystem.h

@@ -1,7 +1,3 @@
-/*
- * FileSystem.h
- */
-
 #ifndef FILESYSTEM_H_
 #define FILESYSTEM_H_
 

+ 0 - 4
gameplay/src/Font.cpp

@@ -1,7 +1,3 @@
-/*
- * Font.cpp
- */
-
 #include "Base.h"
 #include "Font.h"
 #include "Game.h"

+ 0 - 4
gameplay/src/Font.h

@@ -1,7 +1,3 @@
-/*
- * Font.h
- */
-
 #ifndef FONT_H_
 #define FONT_H_
 

+ 0 - 4
gameplay/src/Frustum.cpp

@@ -1,7 +1,3 @@
-/*
- * Frustum.cpp
- */
-
 #include "Base.h"
 #include "Frustum.h"
 #include "BoundingSphere.h"

+ 0 - 4
gameplay/src/Frustum.h

@@ -1,7 +1,3 @@
-/*
- * Frustum.h
- */
-
 #ifndef FRUSTUM_H_
 #define FRUSTUM_H_
 

+ 0 - 4
gameplay/src/Game.cpp

@@ -1,7 +1,3 @@
-/*
- * Game.cpp
- */
-
 #include "Base.h"
 #include "Game.h"
 #include "Platform.h"

+ 0 - 4
gameplay/src/Game.h

@@ -1,7 +1,3 @@
-/*
- * Game.h
- */
-
 #ifndef GAME_H_
 #define GAME_H_
 

+ 0 - 4
gameplay/src/Input.cpp

@@ -1,7 +1,3 @@
-/*
- * Input.cpp
- */
-
 #include "Base.h"
 #include "Input.h"
 #include "Platform.h"

+ 0 - 4
gameplay/src/Input.h

@@ -1,7 +1,3 @@
-/*
- * Input.h
- */
-
 #ifndef INPUT_H_
 #define INPUT_H_
 

+ 0 - 4
gameplay/src/Joint.cpp

@@ -1,7 +1,3 @@
-/*
- * Joint.cpp
- */
-
 #include "Base.h"
 #include "Joint.h"
 

+ 0 - 4
gameplay/src/Joint.h

@@ -1,7 +1,3 @@
-/*
- * Joint.h
- */
-
 #ifndef JOINT_H_
 #define JOINT_H_
 

+ 0 - 4
gameplay/src/Light.cpp

@@ -1,7 +1,3 @@
-/*
- * Light.cpp
- */
-
 #include "Base.h"
 #include "Light.h"
 #include "Node.h"

+ 0 - 4
gameplay/src/Light.h

@@ -1,7 +1,3 @@
-/*
- * Light.h
- */
-
 #ifndef LIGHT_H_
 #define LIGHT_H_
 

+ 0 - 4
gameplay/src/Material.cpp

@@ -1,7 +1,3 @@
-/**
- * Material.cpp
- */
-
 #include "Base.h"
 #include "Material.h"
 #include "FileSystem.h"

+ 0 - 4
gameplay/src/Material.h

@@ -1,7 +1,3 @@
-/*
- * Material.h
- */
-
 # ifndef MATERIAL_H_
 # define MATERIAL_H_
 

+ 0 - 4
gameplay/src/MaterialParameter.cpp

@@ -1,7 +1,3 @@
-/*
- * MaterialParameter.cpp
- */
-
 #include "Base.h"
 #include "MaterialParameter.h"
 

+ 0 - 4
gameplay/src/MaterialParameter.h

@@ -1,7 +1,3 @@
-/*
- * MaterialParameter.h
- */
-
 #ifndef MATERIALPARAMETER_H_
 #define MATERIALPARAMETER_H_
 

+ 0 - 3
gameplay/src/Matrix.cpp

@@ -1,6 +1,3 @@
-/*
- * Matrix.cpp
- */
 #include "Base.h"
 #include "Matrix.h"
 #include "Quaternion.h"

+ 0 - 4
gameplay/src/Matrix.h

@@ -1,7 +1,3 @@
-/*
- * Matrix.h
- */
-
 #ifndef MATRIX_H_
 #define MATRIX_H_
 

+ 0 - 4
gameplay/src/Matrix.inl

@@ -1,7 +1,3 @@
-/** 
- * Matrix.inl
- */
-
 #include "Matrix.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/Mesh.cpp

@@ -1,7 +1,3 @@
-/*
- * Mesh.cpp
- */
-
 #include "Base.h"
 #include "Mesh.h"
 #include "MeshPart.h"

+ 0 - 4
gameplay/src/Mesh.h

@@ -1,7 +1,3 @@
-/*
- * Mesh.h
- */
-
 #ifndef MESH_H_
 #define MESH_H_
 

+ 0 - 4
gameplay/src/MeshPart.cpp

@@ -1,7 +1,3 @@
-/*
- * MeshPart.cpp
- */
-
 #include "Base.h"
 #include "MeshPart.h"
 

+ 0 - 4
gameplay/src/MeshPart.h

@@ -1,7 +1,3 @@
-/*
- * MeshPart.h
- */
-
 #ifndef MESHPART_H_
 #define MESHPART_H_
 

+ 0 - 4
gameplay/src/MeshSkin.cpp

@@ -1,7 +1,3 @@
-/*
- * MeshSkin.cpp
- */
-
 #include "Base.h"
 #include "MeshSkin.h"
 #include "Joint.h"

+ 0 - 4
gameplay/src/MeshSkin.h

@@ -1,7 +1,3 @@
-/*
- * MeshSkin.h
- */
-
 #ifndef MESHSKIN_H_
 #define MESHSKIN_H_
 

+ 0 - 4
gameplay/src/Model.cpp

@@ -1,7 +1,3 @@
-/*
- * Model.cpp
- */
-
 #include "Base.h"
 #include "Model.h"
 #include "MeshPart.h"

+ 0 - 4
gameplay/src/Model.h

@@ -1,7 +1,3 @@
-/*
- * Model.h
- */
-
 #ifndef MODEL_H_
 #define MODEL_H_
 

+ 0 - 4
gameplay/src/Node.cpp

@@ -1,7 +1,3 @@
-/*
- * Node.cpp
- */
-
 #include "Base.h"
 #include "Node.h"
 #include "Scene.h"

+ 0 - 4
gameplay/src/Node.h

@@ -1,7 +1,3 @@
-/*
- * Node.h
- */
-
 #ifndef NODE_H_
 #define NODE_H_
 

+ 0 - 4
gameplay/src/Package.cpp

@@ -1,7 +1,3 @@
-/*
- * Package.cpp
- */
-
 #include "Base.h"
 #include "Package.h"
 #include "FileSystem.h"

+ 0 - 4
gameplay/src/Package.h

@@ -1,7 +1,3 @@
-/*
- * Package.h
- */
-
 #ifndef PACKAGE_H_
 #define PACKAGE_H_
 

+ 6 - 10
gameplay/src/ParticleEmitter.cpp

@@ -1,7 +1,3 @@
-/*
- * ParticleEmitter.cpp
- */
-
 #include "Base.h"
 #include "ParticleEmitter.h"
 #include "Game.h"
@@ -9,16 +5,16 @@
 #include "Quaternion.h"
 #include "Properties.h"
 
-#define PARTICLE_COUNT_MAX              100
-#define EMISSION_RATE                   10
-#define EMISSION_RATE_TIME_INTERVAL     1000.0f / (float)EMISSION_RATE
+#define PARTICLE_COUNT_MAX                       100
+#define PARTICLE_EMISSION_RATE                   10
+#define PARTICLE_EMISSION_RATE_TIME_INTERVAL     1000.0f / (float)PARTICLE_EMISSION_RATE
 
 namespace gameplay
 {
 
 ParticleEmitter::ParticleEmitter(SpriteBatch* batch, unsigned int particleCountMax) :
     _particleCountMax(particleCountMax), _particleCount(0), _particles(NULL),
-    _emissionRate(EMISSION_RATE), _started(false), _ellipsoid(false),
+    _emissionRate(PARTICLE_EMISSION_RATE), _started(false), _ellipsoid(false),
     _sizeStartMin(1.0f), _sizeStartMax(1.0f), _sizeEndMin(1.0f), _sizeEndMax(1.0f),
     _energyMin(1000L), _energyMax(1000L),
     _colorStart(Vector4::zero()), _colorStartVar(Vector4::zero()), _colorEnd(Vector4::one()), _colorEndVar(Vector4::zero()),
@@ -31,7 +27,7 @@ ParticleEmitter::ParticleEmitter(SpriteBatch* batch, unsigned int particleCountM
     _spriteBatch(batch), _spriteTextureBlending(BLEND_TRANSPARENT),  _spriteTextureWidth(0), _spriteTextureHeight(0), _spriteTextureWidthRatio(0), _spriteTextureHeightRatio(0), _spriteTextureCoords(NULL),
     _spriteAnimated(false),  _spriteLooped(false), _spriteFrameCount(1), _spriteFrameRandomOffset(0),_spriteFrameDuration(0L), _spriteFrameDurationSecs(0.0f), _spritePercentPerFrame(0.0f),
     _node(NULL), _orbitPosition(false), _orbitVelocity(false), _orbitAcceleration(false),
-    _timePerEmission(EMISSION_RATE_TIME_INTERVAL), _timeLast(0L), _timeRunning(0L)
+    _timePerEmission(PARTICLE_EMISSION_RATE_TIME_INTERVAL), _timeLast(0L), _timeRunning(0L)
 {
     _particles = new Particle[particleCountMax];
 
@@ -136,7 +132,7 @@ ParticleEmitter* ParticleEmitter::create(const char* particleFile)
     unsigned int emissionRate = (unsigned int)particle->getInt("emissionRate");
     if (emissionRate == 0)
     {
-        emissionRate = EMISSION_RATE;
+        emissionRate = PARTICLE_EMISSION_RATE;
     }
 
     bool ellipsoid = particle->getBool("ellipsoid");

+ 0 - 4
gameplay/src/ParticleEmitter.h

@@ -1,7 +1,3 @@
-/*
- * ParticleEmitter.h
- */
-
 #ifndef PARTICLEEMITTER_H_
 #define PARTICLEEMITTER_H_
 

+ 0 - 4
gameplay/src/Pass.cpp

@@ -1,7 +1,3 @@
-/**
- * Pass.cpp
- */
-
 #include "Base.h"
 #include "Pass.h"
 #include "Technique.h"

+ 0 - 4
gameplay/src/Pass.h

@@ -1,7 +1,3 @@
-/*
- * Pass.h
- */
-
 #ifndef PASS_H_
 #define PASS_H_
 

+ 0 - 4
gameplay/src/PhysicsConstraint.cpp

@@ -1,7 +1,3 @@
-/*
- * PhysicsConstraint.cpp
- */
-
 #include "PhysicsConstraint.h"
 
 #include "Game.h"

+ 1 - 4
gameplay/src/PhysicsConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsConstraint.h
- */
-
 #ifndef PHYSICSCONSTRAINT_H_
 #define PHYSICSCONSTRAINT_H_
 
@@ -79,6 +75,7 @@ public:
     static Vector3 getTranslationOffset(const Node* node, const Vector3& point);
 
 protected:
+
     /**
      * Constructor.
      */

+ 0 - 4
gameplay/src/PhysicsConstraint.inl

@@ -1,7 +1,3 @@
-/*
- * PhysicsConstraint.inl
- */
-
 #include "PhysicsConstraint.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/PhysicsController.cpp

@@ -1,7 +1,3 @@
-/*
- * PhysicsController.cpp
- */
-
 #include "Base.h"
 #include "Game.h"
 #include "PhysicsController.h"

+ 11 - 10
gameplay/src/PhysicsController.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsController.h
- */
-
 #ifndef PHYSICSCONTROLLER_H_
 #define PHYSICSCONTROLLER_H_
 
@@ -26,6 +22,7 @@ class PhysicsController
     friend class PhysicsRigidBody;
 
 public:
+
     /**
      * Status listener interface.
      */
@@ -97,8 +94,9 @@ public:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsGenericConstraint* createGenericConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, 
-        const Vector3& translationOffsetA, PhysicsRigidBody* b = NULL, 
-        const Quaternion& rotationOffsetB = Quaternion(), const Vector3& translationOffsetB = Vector3());
+                                                     const Vector3& translationOffsetA, PhysicsRigidBody* b = NULL, 
+                                                     const Quaternion& rotationOffsetB = Quaternion(), 
+                                                     const Vector3& translationOffsetB = Vector3());
 
     /**
      * Creates a hinge constraint.
@@ -116,8 +114,9 @@ public:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsHingeConstraint* createHingeConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, 
-        const Vector3& translationOffsetA, PhysicsRigidBody* b = NULL, 
-        const Quaternion& rotationOffsetB = Quaternion(), const Vector3& translationOffsetB = Vector3());
+                                                  const Vector3& translationOffsetA, PhysicsRigidBody* b = NULL, 
+                                                  const Quaternion& rotationOffsetB = Quaternion(), 
+                                                  const Vector3& translationOffsetB = Vector3());
 
     /**
      * Creates a socket constraint so that the rigid body (or bodies) is
@@ -142,7 +141,7 @@ public:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsSocketConstraint* createSocketConstraint(PhysicsRigidBody* a, const Vector3& translationOffsetA,
-        PhysicsRigidBody* b = NULL, const Vector3& translationOffsetB = Vector3());
+                                                    PhysicsRigidBody* b = NULL, const Vector3& translationOffsetB = Vector3());
 
     /**
      * Creates a spring constraint so that the rigid body (or bodies) is
@@ -171,7 +170,8 @@ public:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsSpringConstraint* createSpringConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, 
-        const Vector3& translationOffsetA, PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+                                                    const Vector3& translationOffsetA, PhysicsRigidBody* b, 
+                                                    const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
 
     /**
      * Gets the gravity vector for the simulated physics world.
@@ -188,6 +188,7 @@ public:
     void setGravity(const Vector3& gravity);
 
 private:
+
     /**
      * Constructor.
      */

+ 1 - 5
gameplay/src/PhysicsFixedConstraint.cpp

@@ -1,7 +1,3 @@
-/**
- * PhysicsFixedConstraint.cpp
- */
-
 #include "PhysicsFixedConstraint.h"
 
 namespace gameplay
@@ -18,7 +14,7 @@ PhysicsFixedConstraint::PhysicsFixedConstraint(PhysicsRigidBody* a, PhysicsRigid
 
 PhysicsFixedConstraint::~PhysicsFixedConstraint()
 {
-    // DUMMY FUNCTION
+    // Not used.
 }
 
 }

+ 1 - 4
gameplay/src/PhysicsFixedConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsFixedConstraint.h
- */
-
 #ifndef PHYSICSFIXEDCONSTRAINT_H_
 #define PHYSICSFIXEDCONSTRAINT_H_
 
@@ -23,6 +19,7 @@ class PhysicsFixedConstraint : public PhysicsGenericConstraint
     friend class PhysicsController;
 
 protected:
+
     /**
      * @see PhysicsGenericConstraint
      */

+ 0 - 4
gameplay/src/PhysicsFixedConstraint.inl

@@ -1,7 +1,3 @@
-/**
- * PhysicsFixedConstraint.inl
- */
-
 #include "PhysicsFixedConstraint.h"
 
 namespace gameplay

+ 1 - 5
gameplay/src/PhysicsGenericConstraint.cpp

@@ -1,7 +1,3 @@
-/**
- * PhysicsGenericConstraint.cpp
- */
-
 #include "PhysicsGenericConstraint.h"
 
 #include "Node.h"
@@ -15,7 +11,7 @@ PhysicsGenericConstraint::PhysicsGenericConstraint()
     : PhysicsConstraint(NULL, NULL), _rotationOffsetA(NULL), _rotationOffsetB(NULL),
     _translationOffsetA(NULL), _translationOffsetB(NULL)
 {
-    // DUMMY FUNCTION
+    // Not used.
 }
 
 PhysicsGenericConstraint::PhysicsGenericConstraint(PhysicsRigidBody* a, PhysicsRigidBody* b)

+ 4 - 5
gameplay/src/PhysicsGenericConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsGenericConstraint.h
- */
-
 #ifndef PHYSICSGENERICCONSTRAINT_H_
 #define PHYSICSGENERICCONSTRAINT_H_
 
@@ -23,6 +19,7 @@ class PhysicsGenericConstraint : public PhysicsConstraint
     friend class PhysicsController;
 
 public:
+
     /**
      * Gets the rotation offset for the first rigid body in the constraint.
      * 
@@ -112,6 +109,7 @@ public:
     inline void setTranslationOffsetB(const Vector3& translationOffset);
 
 protected:
+
     /**
      * Constructor.
      *
@@ -146,7 +144,7 @@ protected:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsGenericConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
-        PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+                             PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
 
     /**
      * Destructor.
@@ -154,6 +152,7 @@ protected:
     virtual ~PhysicsGenericConstraint();
 
 private:
+
     mutable Quaternion* _rotationOffsetA;
     mutable Quaternion* _rotationOffsetB;
     mutable Vector3* _translationOffsetA;

+ 0 - 4
gameplay/src/PhysicsGenericConstraint.inl

@@ -1,7 +1,3 @@
-/**
- * PhysicsGenericConstraint.inl
- */
-
 #include "PhysicsGenericConstraint.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/PhysicsHingeConstraint.cpp

@@ -1,7 +1,3 @@
-/*
- * PhysicsHingeConstraint.cpp
- */
-
 #include "PhysicsHingeConstraint.h"
 
 #include "Node.h"

+ 2 - 5
gameplay/src/PhysicsHingeConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsHingeConstraint.h
- */
-
 #ifndef PHYSICSHINGECONSTRAINT_H_
 #define PHYSICSHINGECONSTRAINT_H_
 
@@ -23,6 +19,7 @@ class PhysicsHingeConstraint : public PhysicsConstraint
     friend class PhysicsController;
 
 public:
+
     /**
      * Sets the limits (and optionally, some properties) for the hinge.
      * 
@@ -53,7 +50,7 @@ private:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsHingeConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
-        PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+                           PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
 
     /**
      * Destructor.

+ 4 - 9
gameplay/src/PhysicsMotionState.cpp

@@ -1,7 +1,3 @@
-/**
- * PhysicsMotionState.cpp
- */
-
 #include "PhysicsMotionState.h"
 
 namespace gameplay
@@ -56,15 +52,14 @@ void PhysicsMotionState::updateTransformFromNode() const
         btQuaternion orientation(rotation.x, rotation.y, rotation.z, rotation.w);
         btTransform offset = btTransform(orientation, btVector3(0.0f, 0.0f, 0.0f)) * _centerOfMassOffset.inverse();
 
-        btVector3 origin(m.m[12] + _centerOfMassOffset.getOrigin().getX() + offset.getOrigin().getX(),
-            m.m[13] + _centerOfMassOffset.getOrigin().getY() + offset.getOrigin().getY(), 
-            m.m[14] + _centerOfMassOffset.getOrigin().getZ() + offset.getOrigin().getZ());
+        btVector3 origin(m.m[12] + _centerOfMassOffset.getOrigin().getX() + offset.getOrigin().getX(), 
+                         m.m[13] + _centerOfMassOffset.getOrigin().getY() + offset.getOrigin().getY(), 
+                         m.m[14] + _centerOfMassOffset.getOrigin().getZ() + offset.getOrigin().getZ());
         _worldTransform = btTransform(orientation, origin);
     }
     else
     {
-        _worldTransform = btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w), 
-            btVector3(m.m[12], m.m[13], m.m[14]));
+        _worldTransform = btTransform(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w), btVector3(m.m[12], m.m[13], m.m[14]));
     }
 }
 

+ 2 - 4
gameplay/src/PhysicsMotionState.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsMotionState.h
- */
-
 #ifndef PHYSICSMOTIONSTATE_H_
 #define PHYSICSMOTIONSTATE_H_
 
@@ -22,6 +18,7 @@ class PhysicsMotionState : public btMotionState
     friend class PhysicsConstraint;
 
 protected:
+
     /**
      * Creates a physics motion state for a rigid body.
      * 
@@ -46,6 +43,7 @@ protected:
     virtual void setWorldTransform(const btTransform &transform);
 
 private:
+
     // Updates the motion state's world transform from the GamePlay Node object's world transform.
     void updateTransformFromNode() const;
 

+ 2 - 6
gameplay/src/PhysicsRigidBody.cpp

@@ -1,7 +1,3 @@
-/*
- * PhysicsRigidBody.cpp
- */
-
 #include "Base.h"
 #include "Game.h"
 #include "PhysicsController.h"
@@ -211,12 +207,12 @@ void PhysicsRigidBody::removeConstraint(PhysicsConstraint* constraint)
 PhysicsRigidBody::CollisionPair::CollisionPair(PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
     : _rbA(rbA), _rbB(rbB)
 {
-    // DUMMY FUNCTION
+    // Unsued
 }
 
 PhysicsRigidBody::Listener::~Listener()
 {
-    // DUMMY FUNCTION
+    // Unsued
 }
 
 btScalar PhysicsRigidBody::Listener::addSingleResult(btManifoldPoint& cp, const btCollisionObject* a,

+ 13 - 9
gameplay/src/PhysicsRigidBody.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsRigidBody.h
- */
-
 #ifndef PHYSICSRIGIDBODY_H_
 #define PHYSICSRIGIDBODY_H_
 
@@ -31,6 +27,7 @@ class PhysicsRigidBody
     friend class PhysicsSpringConstraint;
 
 public:
+
     /**
      * Represents the different types of rigid bodies.
      */
@@ -47,6 +44,7 @@ public:
     class CollisionPair
     {
     public:
+
         /**
          * Constructor.
          */
@@ -96,10 +94,14 @@ public:
             int indexA, const btCollisionObject* b, int partIdB, int indexB);
         
     protected:
-        /** Holds the collision status for each pair of rigid bodies. */
+
+        /** 
+         * Holds the collision status for each pair of rigid bodies. 
+         */
         std::map<CollisionPair, int> _collisionStatus;
 
     private:
+
         // Internal constant.
         static const int DIRTY;
         // Internal constant.
@@ -283,6 +285,7 @@ public:
     inline void setRestitution(float restitution);
 
 private:
+
     /**
      * Creates a rigid body.
      * 
@@ -312,8 +315,8 @@ private:
     // Creates the underlying Bullet Physics rigid body object
     // for a PhysicsRigidBody object using the given parameters.
     static btRigidBody* createBulletRigidBody(btCollisionShape* shape, float mass, Node* node,
-        float friction, float restitution, float linearDamping, float angularDamping,
-        const Vector3* centerOfMassOffset = NULL);
+                                              float friction, float restitution, float linearDamping, float angularDamping,
+                                              const Vector3* centerOfMassOffset = NULL);
 
     // Adds a constraint to this rigid body.
     void addConstraint(PhysicsConstraint* constraint);
@@ -324,8 +327,9 @@ private:
     // Internal class used to implement the collidesWith(PhysicsRigidBody*) function.
     struct CollidesWithCallback : public btCollisionWorld::ContactResultCallback
     {
-        btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObject* a, int partIdA,
-            int indexA, const btCollisionObject* b, int partIdB, int indexB);
+        btScalar addSingleResult(btManifoldPoint& cp, 
+                                 const btCollisionObject* a, int partIdA, int indexA, 
+                                 const btCollisionObject* b, int partIdB, int indexB);
 
         bool result;
     };

+ 0 - 4
gameplay/src/PhysicsRigidBody.inl

@@ -1,7 +1,3 @@
-/**
- * PhysicsRigidBody.inl
- */
-
 #include "PhysicsRigidBody.h"
 
 namespace gameplay

+ 2 - 6
gameplay/src/PhysicsSocketConstraint.cpp

@@ -1,7 +1,3 @@
-/**
- * PhysicsSocketConstraint.cpp
- */
-
 #include "PhysicsSocketConstraint.h"
 
 #include "Node.h"
@@ -27,7 +23,7 @@ PhysicsSocketConstraint::PhysicsSocketConstraint(PhysicsRigidBody* a, PhysicsRig
 }
 
 PhysicsSocketConstraint::PhysicsSocketConstraint(PhysicsRigidBody* a, const Vector3& translationOffsetA, 
-    PhysicsRigidBody* b, const Vector3& translationOffsetB)
+                                                 PhysicsRigidBody* b, const Vector3& translationOffsetB)
     : PhysicsConstraint(a, b)
 {
     // Take scale into account for the first node's translation offset.
@@ -52,7 +48,7 @@ PhysicsSocketConstraint::PhysicsSocketConstraint(PhysicsRigidBody* a, const Vect
 
 PhysicsSocketConstraint::~PhysicsSocketConstraint()
 {
-    // DUMMY FUNCTION
+    // Used
 }
 
 }

+ 2 - 5
gameplay/src/PhysicsSocketConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsSocketConstraint.h
- */
-
 #ifndef PHYSICSSOCKETCONSTRAINT_H_
 #define PHYSICSSOCKETCONSTRAINT_H_
 
@@ -22,6 +18,7 @@ class PhysicsSocketConstraint : public PhysicsConstraint
     friend class PhysicsController;
 
 private:
+
     /**
      * Creates a socket constraint so that the rigid body (or bodies) is
      * (are) constrained using its (their) current world position(s) for
@@ -45,7 +42,7 @@ private:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsSocketConstraint(PhysicsRigidBody* a, const Vector3& translationOffsetA, 
-        PhysicsRigidBody* b, const Vector3& translationOffsetB);
+                            PhysicsRigidBody* b, const Vector3& translationOffsetB);
 
     /**
      * Destructor.

+ 2 - 6
gameplay/src/PhysicsSpringConstraint.cpp

@@ -1,7 +1,3 @@
-/**
- * PhysicsSpringConstraint.cpp
- */
-
 #include "PhysicsSpringConstraint.h"
 
 #include "Node.h"
@@ -21,7 +17,7 @@ PhysicsSpringConstraint::PhysicsSpringConstraint(PhysicsRigidBody* a, PhysicsRig
 }
 
 PhysicsSpringConstraint::PhysicsSpringConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
-    PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
+                                                 PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB)
 {
     // Initialize the physics rigid body references since we don't call the PhysicsConstraint constructor that does it properly automatically.
     _a = a;
@@ -43,7 +39,7 @@ PhysicsSpringConstraint::PhysicsSpringConstraint(PhysicsRigidBody* a, const Quat
 
 PhysicsSpringConstraint::~PhysicsSpringConstraint()
 {
-    // DUMMY FUNCTION
+    // Used
 }
 
 void PhysicsSpringConstraint::setStrength(SpringProperty property, float strength)

+ 3 - 5
gameplay/src/PhysicsSpringConstraint.h

@@ -1,7 +1,3 @@
-/*
- * PhysicsSpringConstraint.h
- */
-
 #ifndef PHYSICSSPRINGCONSTRAINT_H_
 #define PHYSICSSPRINGCONSTRAINT_H_
 
@@ -21,6 +17,7 @@ class PhysicsSpringConstraint : public PhysicsGenericConstraint
     friend class PhysicsController;
 
 public:
+
     /**
      * Sets the angular damping along the constraint's local X axis.
      * 
@@ -124,6 +121,7 @@ public:
     inline void setLinearStrengthZ(float strength);
 
 private:
+
     // Represents the different properties that
     // can be set on the spring constraint.
     // 
@@ -167,7 +165,7 @@ private:
      *      (in its local space) with respect to the constraint joint (optional).
      */
     PhysicsSpringConstraint(PhysicsRigidBody* a, const Quaternion& rotationOffsetA, const Vector3& translationOffsetA,
-        PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
+                            PhysicsRigidBody* b, const Quaternion& rotationOffsetB, const Vector3& translationOffsetB);
 
     /**
      * Destructor.

+ 0 - 4
gameplay/src/PhysicsSpringConstraint.inl

@@ -1,7 +1,3 @@
-/**
- * PhysicsSpringConstraint.inl
- */
-
 #include "PhysicsSpringConstraint.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/Plane.cpp

@@ -1,7 +1,3 @@
-/*
- * Plane.cpp
- */
-
 #include "Base.h"
 #include "Plane.h"
 #include "Frustum.h"

+ 0 - 4
gameplay/src/Plane.h

@@ -1,7 +1,3 @@
-/*
- * Plane.h
- */
-
 #ifndef PLANE_H_
 #define PLANE_H_
 

+ 0 - 4
gameplay/src/Plane.inl

@@ -1,7 +1,3 @@
-/** 
- * Plane.inl
- */
-
 #include "Plane.h"
 
 namespace gameplay

+ 0 - 4
gameplay/src/Platform.h

@@ -1,7 +1,3 @@
-/*
- * Platform.h
- */
-
 #ifndef PLATFORM_H_
 #define PLATFORM_H_
 

+ 0 - 7
gameplay/src/PlatformMacOS.mm

@@ -1,7 +1,3 @@
-/*
- * PlatformMacOSX.cpp
- */
-
 #ifdef __APPLE__
 
 #include "Base.h"
@@ -18,7 +14,6 @@
 using namespace std;
 using namespace gameplay;
 
-
 static const float ACCELEROMETER_X_FACTOR = 90.0f / WINDOW_WIDTH;
 static const float ACCELEROMETER_Y_FACTOR = 90.0f / WINDOW_HEIGHT;
 
@@ -34,7 +29,6 @@ static bool __leftMouseDown = false;
 static bool __rightMouseDown = false;
 static bool __shiftDown = false;
 
-
 long getMachTimeInMilliseconds()
 {
     static const int64_t kOneMillion = 1000 * 1000;
@@ -54,7 +48,6 @@ long getMachTimeInMilliseconds()
 {
     CVDisplayLinkRef displayLink;
     NSRecursiveLock* lock;
-    
     Game* _game;
 }
 

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