ALL: Remove trailing whitespaces
This tries to make our code a bit more compliant with our code formatting conventions. For future use, this is the command I used: git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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3853e76202
commit
88913c0139
314 changed files with 1761 additions and 1761 deletions
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@ -333,7 +333,7 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
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PluginManager::instance().init();
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PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager
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// If we received an invalid music parameter via command line we check this here.
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// We can't check this before loading the music plugins.
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// On the other hand we cannot load the plugins before we know the file paths (in case of external plugins).
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@ -385,7 +385,7 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
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system.getAudioCDManager();
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MusicManager::instance();
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Common::DebugManager::instance();
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// Init the event manager. As the virtual keyboard is loaded here, it must
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// take place after the backend is initiated and the screen has been setup
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system.getEventManager()->init();
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@ -424,8 +424,8 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
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PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
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// reallocate the config manager to get rid of any fragmentation
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ConfMan.defragment();
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#endif
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#endif
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// Did an error occur ?
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if (result.getCode() != Common::kNoError && result.getCode() != Common::kUserCanceled) {
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// Shows an informative error dialog if starting the selected game failed.
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@ -313,7 +313,7 @@ PluginManager &PluginManager::instance() {
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if (_instance)
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return *_instance;
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#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
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#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
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_instance = new PluginManagerUncached();
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#else
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_instance = new PluginManager();
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@ -348,7 +348,7 @@ void PluginManager::addPluginProvider(PluginProvider *pp) {
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void PluginManagerUncached::init() {
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unloadAllPlugins();
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_allEnginePlugins.clear();
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// Resize our pluginsInMem list to prevent fragmentation
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_pluginsInMem[PLUGIN_TYPE_ENGINE].resize(2);
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unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false); // empty the engine plugins
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@ -357,7 +357,7 @@ void PluginManagerUncached::init() {
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pp != _providers.end();
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++pp) {
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PluginList pl((*pp)->getPlugins());
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for (PluginList::iterator p = pl.begin(); p != pl.end(); ++p) {
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// This is a 'hack' based on the assumption that we have no sound
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// file plugins. Currently this is the case. If it changes, we
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@ -365,15 +365,15 @@ void PluginManagerUncached::init() {
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// music or an engine plugin.
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if ((*pp)->isFilePluginProvider()) {
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_allEnginePlugins.push_back(*p);
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} else if ((*p)->loadPlugin()) { // and this is the proper method
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} else if ((*p)->loadPlugin()) { // and this is the proper method
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if ((*p)->getType() == PLUGIN_TYPE_ENGINE) {
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(*p)->unloadPlugin();
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_allEnginePlugins.push_back(*p);
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} else { // add non-engine plugins to the 'in-memory' list
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// these won't ever get unloaded
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addToPluginsInMemList(*p);
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addToPluginsInMemList(*p);
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}
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}
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}
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}
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}
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}
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@ -403,7 +403,7 @@ bool PluginManagerUncached::loadPluginFromGameId(const Common::String &gameId) {
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bool PluginManagerUncached::loadPluginByFileName(const Common::String &filename) {
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if (filename.empty())
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return false;
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unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
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PluginList::iterator i;
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@ -417,7 +417,7 @@ bool PluginManagerUncached::loadPluginByFileName(const Common::String &filename)
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return false;
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}
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/**
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/**
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* Update the config manager with a plugin file name that we found can handle
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* the game.
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**/
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@ -435,7 +435,7 @@ void PluginManagerUncached::updateConfigWithFileName(const Common::String &gameI
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}
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}
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void PluginManagerUncached::loadFirstPlugin() {
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void PluginManagerUncached::loadFirstPlugin() {
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unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
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// let's try to find one we can load
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@ -517,7 +517,7 @@ void PluginManager::addToPluginsInMemList(Plugin *plugin) {
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bool found = false;
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// The plugin is valid, see if it provides the same module as an
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// already loaded one and should replace it.
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PluginList::iterator pl = _pluginsInMem[plugin->getType()].begin();
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while (!found && pl != _pluginsInMem[plugin->getType()].end()) {
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if (!strcmp(plugin->getName(), (*pl)->getName())) {
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@ -542,7 +542,7 @@ void PluginManager::addToPluginsInMemList(Plugin *plugin) {
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DECLARE_SINGLETON(EngineManager);
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/**
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/**
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* This function works for both cached and uncached PluginManagers.
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* For the cached version, most of the logic here will short circuit.
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*
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@ -554,24 +554,24 @@ GameDescriptor EngineManager::findGame(const Common::String &gameName, const Eng
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// First look for the game using the plugins in memory. This is critical
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// for calls coming from inside games
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result = findGameInLoadedPlugins(gameName, plugin);
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result = findGameInLoadedPlugins(gameName, plugin);
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if (!result.gameid().empty()) {
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return result;
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}
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// Now look for the game using the gameId. This is much faster than scanning plugin
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// by plugin
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if (PluginMan.loadPluginFromGameId(gameName)) {
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result = findGameInLoadedPlugins(gameName, plugin);
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result = findGameInLoadedPlugins(gameName, plugin);
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if (!result.gameid().empty()) {
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return result;
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}
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}
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// We failed to find it using the gameid. Scan the list of plugins
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PluginMan.loadFirstPlugin();
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do {
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result = findGameInLoadedPlugins(gameName, plugin);
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result = findGameInLoadedPlugins(gameName, plugin);
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if (!result.gameid().empty()) {
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// Update with new plugin file name
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PluginMan.updateConfigWithFileName(gameName);
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@ -582,7 +582,7 @@ GameDescriptor EngineManager::findGame(const Common::String &gameName, const Eng
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return result;
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}
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/**
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/**
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* Find the game within the plugins loaded in memory
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**/
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GameDescriptor EngineManager::findGameInLoadedPlugins(const Common::String &gameName, const EnginePlugin **plugin) const {
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@ -594,7 +594,7 @@ GameDescriptor EngineManager::findGameInLoadedPlugins(const Common::String &game
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*plugin = 0;
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EnginePlugin::List::const_iterator iter;
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for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
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result = (**iter)->findGame(gameName.c_str());
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if (!result.gameid().empty()) {
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@ -143,7 +143,7 @@ extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
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// Abstract plugins
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/**
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* Abstract base class for the plugin objects which handle plugins
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* Abstract base class for the plugin objects which handle plugins
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* instantiation. Subclasses for this may be used for engine plugins and other
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* types of plugins. An existing PluginObject refers to an executable file
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* loaded in memory and ready to run. The plugin, on the other hand, is just
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@ -310,7 +310,7 @@ protected:
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bool tryLoadPlugin(Plugin *plugin);
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void addToPluginsInMemList(Plugin *plugin);
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static PluginManager *_instance;
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PluginManager();
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@ -326,9 +326,9 @@ public:
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virtual void init() {}
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virtual void loadFirstPlugin() {}
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virtual bool loadNextPlugin() { return false; }
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virtual bool loadPluginFromGameId(const Common::String &gameId) { return false; }
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virtual void updateConfigWithFileName(const Common::String &gameId) {}
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virtual bool loadPluginFromGameId(const Common::String &gameId) { return false; }
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virtual void updateConfigWithFileName(const Common::String &gameId) {}
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// Functions used only by the cached PluginManager
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virtual void loadAllPlugins();
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void unloadAllPlugins();
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const PluginList &getPlugins(PluginType t) { return _pluginsInMem[t]; }
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};
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/**
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/**
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* Uncached version of plugin manager
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* Keeps only one dynamic plugin in memory at a time
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**/
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PluginList::iterator _currentPlugin;
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PluginManagerUncached() {}
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bool loadPluginByFileName(const Common::String &filename);
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bool loadPluginByFileName(const Common::String &filename);
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public:
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virtual void init();
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virtual void loadFirstPlugin();
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virtual bool loadNextPlugin();
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virtual bool loadPluginFromGameId(const Common::String &gameId);
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virtual void updateConfigWithFileName(const Common::String &gameId);
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virtual bool loadPluginFromGameId(const Common::String &gameId);
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virtual void updateConfigWithFileName(const Common::String &gameId);
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virtual void loadAllPlugins() {} // we don't allow this
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};
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