Selaa lähdekoodia

Merge pull request #44 from blackberry-gaming/next-setaylor

Removed empty file headers comments from all gameplay .h/.cpp.
Sean Paul Taylor 14 vuotta sitten
vanhempi
sitoutus
a4d90feaa3
100 muutettua tiedostoa jossa 71 lisäystä ja 437 poistoa
  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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