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]*$//'
This commit is contained in:
Max Horn 2011-06-20 00:59:48 +02:00
parent 3853e76202
commit 88913c0139
314 changed files with 1761 additions and 1761 deletions

View file

@ -333,7 +333,7 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
PluginManager::instance().init();
PluginManager::instance().loadAllPlugins(); // load plugins for cached plugin manager
// If we received an invalid music parameter via command line we check this here.
// We can't check this before loading the music plugins.
// On the other hand we cannot load the plugins before we know the file paths (in case of external plugins).
@ -385,7 +385,7 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
system.getAudioCDManager();
MusicManager::instance();
Common::DebugManager::instance();
// Init the event manager. As the virtual keyboard is loaded here, it must
// take place after the backend is initiated and the screen has been setup
system.getEventManager()->init();
@ -424,8 +424,8 @@ extern "C" int scummvm_main(int argc, const char * const argv[]) {
PluginManager::instance().unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
// reallocate the config manager to get rid of any fragmentation
ConfMan.defragment();
#endif
#endif
// Did an error occur ?
if (result.getCode() != Common::kNoError && result.getCode() != Common::kUserCanceled) {
// Shows an informative error dialog if starting the selected game failed.

View file

@ -313,7 +313,7 @@ PluginManager &PluginManager::instance() {
if (_instance)
return *_instance;
#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
#if defined(UNCACHED_PLUGINS) && defined(DYNAMIC_MODULES)
_instance = new PluginManagerUncached();
#else
_instance = new PluginManager();
@ -348,7 +348,7 @@ void PluginManager::addPluginProvider(PluginProvider *pp) {
void PluginManagerUncached::init() {
unloadAllPlugins();
_allEnginePlugins.clear();
// Resize our pluginsInMem list to prevent fragmentation
_pluginsInMem[PLUGIN_TYPE_ENGINE].resize(2);
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false); // empty the engine plugins
@ -357,7 +357,7 @@ void PluginManagerUncached::init() {
pp != _providers.end();
++pp) {
PluginList pl((*pp)->getPlugins());
for (PluginList::iterator p = pl.begin(); p != pl.end(); ++p) {
// This is a 'hack' based on the assumption that we have no sound
// file plugins. Currently this is the case. If it changes, we
@ -365,15 +365,15 @@ void PluginManagerUncached::init() {
// music or an engine plugin.
if ((*pp)->isFilePluginProvider()) {
_allEnginePlugins.push_back(*p);
} else if ((*p)->loadPlugin()) { // and this is the proper method
} else if ((*p)->loadPlugin()) { // and this is the proper method
if ((*p)->getType() == PLUGIN_TYPE_ENGINE) {
(*p)->unloadPlugin();
_allEnginePlugins.push_back(*p);
} else { // add non-engine plugins to the 'in-memory' list
// these won't ever get unloaded
addToPluginsInMemList(*p);
addToPluginsInMemList(*p);
}
}
}
}
}
}
@ -403,7 +403,7 @@ bool PluginManagerUncached::loadPluginFromGameId(const Common::String &gameId) {
bool PluginManagerUncached::loadPluginByFileName(const Common::String &filename) {
if (filename.empty())
return false;
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
PluginList::iterator i;
@ -417,7 +417,7 @@ bool PluginManagerUncached::loadPluginByFileName(const Common::String &filename)
return false;
}
/**
/**
* Update the config manager with a plugin file name that we found can handle
* the game.
**/
@ -435,7 +435,7 @@ void PluginManagerUncached::updateConfigWithFileName(const Common::String &gameI
}
}
void PluginManagerUncached::loadFirstPlugin() {
void PluginManagerUncached::loadFirstPlugin() {
unloadPluginsExcept(PLUGIN_TYPE_ENGINE, NULL, false);
// let's try to find one we can load
@ -517,7 +517,7 @@ void PluginManager::addToPluginsInMemList(Plugin *plugin) {
bool found = false;
// The plugin is valid, see if it provides the same module as an
// already loaded one and should replace it.
PluginList::iterator pl = _pluginsInMem[plugin->getType()].begin();
while (!found && pl != _pluginsInMem[plugin->getType()].end()) {
if (!strcmp(plugin->getName(), (*pl)->getName())) {
@ -542,7 +542,7 @@ void PluginManager::addToPluginsInMemList(Plugin *plugin) {
DECLARE_SINGLETON(EngineManager);
/**
/**
* This function works for both cached and uncached PluginManagers.
* For the cached version, most of the logic here will short circuit.
*
@ -554,24 +554,24 @@ GameDescriptor EngineManager::findGame(const Common::String &gameName, const Eng
// First look for the game using the plugins in memory. This is critical
// for calls coming from inside games
result = findGameInLoadedPlugins(gameName, plugin);
result = findGameInLoadedPlugins(gameName, plugin);
if (!result.gameid().empty()) {
return result;
}
// Now look for the game using the gameId. This is much faster than scanning plugin
// by plugin
if (PluginMan.loadPluginFromGameId(gameName)) {
result = findGameInLoadedPlugins(gameName, plugin);
result = findGameInLoadedPlugins(gameName, plugin);
if (!result.gameid().empty()) {
return result;
}
}
// We failed to find it using the gameid. Scan the list of plugins
PluginMan.loadFirstPlugin();
do {
result = findGameInLoadedPlugins(gameName, plugin);
result = findGameInLoadedPlugins(gameName, plugin);
if (!result.gameid().empty()) {
// Update with new plugin file name
PluginMan.updateConfigWithFileName(gameName);
@ -582,7 +582,7 @@ GameDescriptor EngineManager::findGame(const Common::String &gameName, const Eng
return result;
}
/**
/**
* Find the game within the plugins loaded in memory
**/
GameDescriptor EngineManager::findGameInLoadedPlugins(const Common::String &gameName, const EnginePlugin **plugin) const {
@ -594,7 +594,7 @@ GameDescriptor EngineManager::findGameInLoadedPlugins(const Common::String &game
*plugin = 0;
EnginePlugin::List::const_iterator iter;
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
result = (**iter)->findGame(gameName.c_str());
if (!result.gameid().empty()) {

View file

@ -143,7 +143,7 @@ extern int pluginTypeVersions[PLUGIN_TYPE_MAX];
// Abstract plugins
/**
* Abstract base class for the plugin objects which handle plugins
* Abstract base class for the plugin objects which handle plugins
* instantiation. Subclasses for this may be used for engine plugins and other
* types of plugins. An existing PluginObject refers to an executable file
* loaded in memory and ready to run. The plugin, on the other hand, is just
@ -310,7 +310,7 @@ protected:
bool tryLoadPlugin(Plugin *plugin);
void addToPluginsInMemList(Plugin *plugin);
static PluginManager *_instance;
PluginManager();
@ -326,9 +326,9 @@ public:
virtual void init() {}
virtual void loadFirstPlugin() {}
virtual bool loadNextPlugin() { return false; }
virtual bool loadPluginFromGameId(const Common::String &gameId) { return false; }
virtual void updateConfigWithFileName(const Common::String &gameId) {}
virtual bool loadPluginFromGameId(const Common::String &gameId) { return false; }
virtual void updateConfigWithFileName(const Common::String &gameId) {}
// Functions used only by the cached PluginManager
virtual void loadAllPlugins();
void unloadAllPlugins();
@ -338,7 +338,7 @@ public:
const PluginList &getPlugins(PluginType t) { return _pluginsInMem[t]; }
};
/**
/**
* Uncached version of plugin manager
* Keeps only one dynamic plugin in memory at a time
**/
@ -349,15 +349,15 @@ protected:
PluginList::iterator _currentPlugin;
PluginManagerUncached() {}
bool loadPluginByFileName(const Common::String &filename);
bool loadPluginByFileName(const Common::String &filename);
public:
virtual void init();
virtual void loadFirstPlugin();
virtual bool loadNextPlugin();
virtual bool loadPluginFromGameId(const Common::String &gameId);
virtual void updateConfigWithFileName(const Common::String &gameId);
virtual bool loadPluginFromGameId(const Common::String &gameId);
virtual void updateConfigWithFileName(const Common::String &gameId);
virtual void loadAllPlugins() {} // we don't allow this
};