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Diffstat (limited to 'source/gameengine/GameLogic')
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp26
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_Joystick.h24
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp12
-rw-r--r--source/gameengine/GameLogic/Joystick/SCA_JoystickPrivate.h2
-rw-r--r--source/gameengine/GameLogic/SCA_ANDController.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_ActuatorSensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_ActuatorSensor.h4
-rw-r--r--source/gameengine/GameLogic/SCA_AlwaysSensor.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_DelaySensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_DelaySensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_EventManager.h6
-rw-r--r--source/gameengine/GameLogic/SCA_ExpressionController.h2
-rw-r--r--source/gameengine/GameLogic/SCA_IActuator.cpp8
-rw-r--r--source/gameengine/GameLogic/SCA_IActuator.h14
-rw-r--r--source/gameengine/GameLogic/SCA_IController.cpp20
-rw-r--r--source/gameengine/GameLogic/SCA_IController.h2
-rw-r--r--source/gameengine/GameLogic/SCA_IInputDevice.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_IInputDevice.h86
-rw-r--r--source/gameengine/GameLogic/SCA_ILogicBrick.cpp14
-rw-r--r--source/gameengine/GameLogic/SCA_ILogicBrick.h10
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.cpp8
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.h14
-rw-r--r--source/gameengine/GameLogic/SCA_IScene.cpp8
-rw-r--r--source/gameengine/GameLogic/SCA_IScene.h8
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.cpp34
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h16
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.cpp50
-rw-r--r--source/gameengine/GameLogic/SCA_JoystickSensor.h10
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardManager.h4
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.cpp124
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardSensor.h10
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp16
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.h16
-rw-r--r--source/gameengine/GameLogic/SCA_MouseManager.cpp10
-rw-r--r--source/gameengine/GameLogic/SCA_MouseManager.h4
-rw-r--r--source/gameengine/GameLogic/SCA_MouseSensor.cpp28
-rw-r--r--source/gameengine/GameLogic/SCA_MouseSensor.h12
-rw-r--r--source/gameengine/GameLogic/SCA_NANDController.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_NORController.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_ORController.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_PropertyActuator.cpp12
-rw-r--r--source/gameengine/GameLogic/SCA_PropertyActuator.h12
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.cpp10
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.cpp64
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.h12
-rw-r--r--source/gameengine/GameLogic/SCA_PythonJoystick.cpp14
-rw-r--r--source/gameengine/GameLogic/SCA_PythonKeyboard.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_PythonMouse.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_RandomActuator.cpp46
-rw-r--r--source/gameengine/GameLogic/SCA_RandomActuator.h14
-rw-r--r--source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp14
-rw-r--r--source/gameengine/GameLogic/SCA_RandomNumberGenerator.h4
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_RandomSensor.h2
-rw-r--r--source/gameengine/GameLogic/SCA_TimeEventManager.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_TimeEventManager.h2
-rw-r--r--source/gameengine/GameLogic/SCA_XORController.cpp2
58 files changed, 427 insertions, 427 deletions
diff --git a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
index 9f532527a80..369ec4257cf 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
+++ b/source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
@@ -59,10 +59,10 @@ SCA_Joystick::SCA_Joystick(short int index)
{
for (int i=0; i < JOYAXIS_MAX; i++)
m_axis_array[i] = 0;
-
+
for (int i=0; i < JOYHAT_MAX; i++)
m_hat_array[i] = 0;
-
+
#ifdef WITH_SDL
m_private = new PrivateData();
#endif
@@ -94,7 +94,7 @@ SCA_Joystick *SCA_Joystick::GetInstance( short int joyindex )
return NULL;
}
- if (m_refCount == 0)
+ if (m_refCount == 0)
{
int i;
@@ -124,9 +124,9 @@ SCA_Joystick *SCA_Joystick::GetInstance( short int joyindex )
JOYSTICK_ECHO("Error-Initializing-SDL: " << SDL_GetError());
return NULL;
}
-
+
m_joynum = SDL_NumJoysticks();
-
+
for (i = 0; i < m_joynum; i++) {
m_instance[i] = new SCA_Joystick(i);
m_instance[i]->CreateJoystickDevice();
@@ -189,7 +189,7 @@ bool SCA_Joystick::aAxisPairDirectionIsPositive(int axis, int dir)
res = pGetAxis(axis, 1);
else /* JOYAXIS_LEFT || JOYAXIS_RIGHT */
res = pGetAxis(axis, 0);
-
+
if (dir==JOYAXIS_DOWN || dir==JOYAXIS_RIGHT)
return (res > m_prec) ? true : false;
else /* JOYAXIS_UP || JOYAXIS_LEFT */
@@ -273,7 +273,7 @@ bool SCA_Joystick::CreateJoystickDevice(void)
if (m_joyindex>=m_joynum) {
/* don't print a message, because this is done anyway */
//JOYSTICK_ECHO("Joystick-Error: " << SDL_NumJoysticks() << " avaiable joystick(s)");
-
+
/* Need this so python args can return empty lists */
m_axismax = m_buttonmax = m_hatmax = 0;
return false;
@@ -282,9 +282,9 @@ bool SCA_Joystick::CreateJoystickDevice(void)
m_private->m_joystick = SDL_JoystickOpen(m_joyindex);
SDL_JoystickEventState(SDL_ENABLE);
m_isinit = true;
-
+
JOYSTICK_ECHO("Joystick " << m_joyindex << " initialized");
-
+
/* must run after being initialized */
m_axismax = SDL_JoystickNumAxes(m_private->m_joystick);
m_buttonmax = SDL_JoystickNumButtons(m_private->m_joystick);
@@ -292,12 +292,12 @@ bool SCA_Joystick::CreateJoystickDevice(void)
if (m_axismax > JOYAXIS_MAX) m_axismax = JOYAXIS_MAX; /* very unlikely */
else if (m_axismax < 0) m_axismax = 0;
-
+
if (m_hatmax > JOYHAT_MAX) m_hatmax = JOYHAT_MAX; /* very unlikely */
else if (m_hatmax < 0) m_hatmax = 0;
-
+
if (m_buttonmax < 0) m_buttonmax = 0;
-
+
}
return true;
#endif /* WITH_SDL */
@@ -355,7 +355,7 @@ int SCA_Joystick::pAxisTest(int axisnum)
* than what a short can hold. In other words, abs(MIN_SHORT) > MAX_SHRT. */
int i1 = m_axis_array[(axisnum * 2)];
int i2 = m_axis_array[(axisnum * 2) + 1];
-
+
/* long winded way to do:
* return max_ff(absf(i1), absf(i2))
* ...avoid abs from math.h */
diff --git a/source/gameengine/GameLogic/Joystick/SCA_Joystick.h b/source/gameengine/GameLogic/Joystick/SCA_Joystick.h
index c9221753d45..98b117b70d1 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_Joystick.h
+++ b/source/gameengine/GameLogic/Joystick/SCA_Joystick.h
@@ -68,16 +68,16 @@ class SCA_Joystick
#endif
int m_joyindex;
- /**
+ /**
*support for JOYAXIS_MAX axes (in pairs)
*/
int m_axis_array[JOYAXIS_MAX];
- /**
+ /**
*support for JOYHAT_MAX hats (each is a direction)
*/
int m_hat_array[JOYHAT_MAX];
-
+
/**
* Precision or range of the axes
*/
@@ -86,15 +86,15 @@ class SCA_Joystick
/**
* max # of buttons avail
*/
-
+
int m_axismax;
int m_buttonmax;
int m_hatmax;
-
+
/** is the joystick initialized ?*/
bool m_isinit;
-
+
/** is triggered for each event type */
bool m_istrig_axis;
bool m_istrig_button;
@@ -112,7 +112,7 @@ class SCA_Joystick
#if 0 /* not used yet */
void OnBallMotion(SDL_Event *sdl_event) {}
#endif
-
+
#endif /* WITH_SDL */
/**
* Open the joystick
@@ -142,13 +142,13 @@ class SCA_Joystick
SCA_Joystick(short int index);
~SCA_Joystick();
-
+
public:
static SCA_Joystick *GetInstance(short int joyindex);
static void HandleEvents(void);
void ReleaseInstance();
-
+
/*
*/
@@ -182,11 +182,11 @@ public:
bool IsTrigAxis(void) {
return m_istrig_axis;
}
-
+
bool IsTrigButton(void) {
return m_istrig_button;
}
-
+
bool IsTrigHat(void) {
return m_istrig_hat;
}
@@ -198,7 +198,7 @@ public:
int GetNumberOfAxes(void);
int GetNumberOfButtons(void);
int GetNumberOfHats(void);
-
+
/**
* Test if the joystick is connected
*/
diff --git a/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp b/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
index 1dee1de9de2..b1ce31662ed 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
+++ b/source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
@@ -41,7 +41,7 @@ void SCA_Joystick::OnAxisMotion(SDL_Event* sdl_event)
{
if (sdl_event->jaxis.axis >= JOYAXIS_MAX)
return;
-
+
m_axis_array[sdl_event->jaxis.axis] = sdl_event->jaxis.value;
m_istrig_axis = 1;
}
@@ -68,7 +68,7 @@ void SCA_Joystick::OnButtonDown(SDL_Event* sdl_event)
//if (sdl_event->jbutton.button > m_buttonmax) /* unsigned int so always above 0 */
// return;
// sdl_event->jbutton.button;
-
+
m_istrig_button = 1;
}
@@ -93,17 +93,17 @@ void SCA_Joystick::HandleEvents(void)
if (SCA_Joystick::m_instance[i])
SCA_Joystick::m_instance[i]->OnNothing(&sdl_event);
}
-
+
while (SDL_PollEvent(&sdl_event)) {
/* Note! m_instance[sdl_event.jaxis.which]
* will segfault if over JOYINDEX_MAX, not too nice but what are the chances? */
-
+
/* Note!, with buttons, this wont care which button is pressed,
* only to set 'm_istrig_button', actual pressed buttons are detected by SDL_JoystickGetButton */
-
+
/* Note!, if you manage to press and release a button within 1 logic tick
* it wont work as it should */
-
+
switch (sdl_event.type) {
case SDL_JOYAXISMOTION:
SCA_Joystick::m_instance[sdl_event.jaxis.which]->OnAxisMotion(&sdl_event);
diff --git a/source/gameengine/GameLogic/Joystick/SCA_JoystickPrivate.h b/source/gameengine/GameLogic/Joystick/SCA_JoystickPrivate.h
index 472a7353190..ab42eb57079 100644
--- a/source/gameengine/GameLogic/Joystick/SCA_JoystickPrivate.h
+++ b/source/gameengine/GameLogic/Joystick/SCA_JoystickPrivate.h
@@ -24,7 +24,7 @@
*
* ***** END GPL LICENSE BLOCK *****
*/
-
+
/** \file SCA_JoystickPrivate.h
* \ingroup gamelogic
*/
diff --git a/source/gameengine/GameLogic/SCA_ANDController.cpp b/source/gameengine/GameLogic/SCA_ANDController.cpp
index 2cb7406779c..26380105e91 100644
--- a/source/gameengine/GameLogic/SCA_ANDController.cpp
+++ b/source/gameengine/GameLogic/SCA_ANDController.cpp
@@ -71,7 +71,7 @@ void SCA_ANDController::Trigger(SCA_LogicManager* logicmgr)
break;
}
}
-
+
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
diff --git a/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp b/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp
index 8b7702228ce..03c142e8c14 100644
--- a/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp
@@ -96,7 +96,7 @@ bool SCA_ActuatorSensor::Evaluate()
{
bool result = m_actuator->IsActive();
bool reset = m_reset && m_level;
-
+
m_reset = false;
if (m_lastresult != result || m_midresult != result)
{
diff --git a/source/gameengine/GameLogic/SCA_ActuatorSensor.h b/source/gameengine/GameLogic/SCA_ActuatorSensor.h
index 6005bd3ac6c..f728dc5c0ca 100644
--- a/source/gameengine/GameLogic/SCA_ActuatorSensor.h
+++ b/source/gameengine/GameLogic/SCA_ActuatorSensor.h
@@ -47,7 +47,7 @@ public:
SCA_ActuatorSensor(class SCA_EventManager* eventmgr,
SCA_IObject* gameobj,
const STR_String& actname);
-
+
virtual ~SCA_ActuatorSensor();
virtual CValue* GetReplica();
virtual void Init();
@@ -63,7 +63,7 @@ public:
/* --------------------------------------------------------------------- */
static int CheckActuator(void *self, const PyAttributeDef*);
-
+
#endif /* WITH_PYTHON */
};
diff --git a/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp b/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
index 1a6a82a33eb..28f8b2123e1 100644
--- a/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
@@ -78,7 +78,7 @@ CValue* SCA_AlwaysSensor::GetReplica()
bool SCA_AlwaysSensor::IsPositiveTrigger()
-{
+{
return (m_invert ? false : true);
}
@@ -90,7 +90,7 @@ bool SCA_AlwaysSensor::Evaluate()
//return true;
/* even nicer ;) */
//return false;
-
+
/* nicest ! */
bool result = m_alwaysresult;
m_alwaysresult = false;
diff --git a/source/gameengine/GameLogic/SCA_DelaySensor.cpp b/source/gameengine/GameLogic/SCA_DelaySensor.cpp
index af751cffc2e..5222d1961af 100644
--- a/source/gameengine/GameLogic/SCA_DelaySensor.cpp
+++ b/source/gameengine/GameLogic/SCA_DelaySensor.cpp
@@ -85,7 +85,7 @@ CValue* SCA_DelaySensor::GetReplica()
bool SCA_DelaySensor::IsPositiveTrigger()
-{
+{
return (m_invert ? !m_lastResult : m_lastResult);
}
diff --git a/source/gameengine/GameLogic/SCA_DelaySensor.h b/source/gameengine/GameLogic/SCA_DelaySensor.h
index 9b39de7e099..0544bfef8c4 100644
--- a/source/gameengine/GameLogic/SCA_DelaySensor.h
+++ b/source/gameengine/GameLogic/SCA_DelaySensor.h
@@ -41,7 +41,7 @@ class SCA_DelaySensor : public SCA_ISensor
Py_Header
bool m_lastResult;
bool m_repeat;
- int m_delay;
+ int m_delay;
int m_duration;
int m_frameCount;
diff --git a/source/gameengine/GameLogic/SCA_EventManager.h b/source/gameengine/GameLogic/SCA_EventManager.h
index eb9a6d9aca1..53cd16a810d 100644
--- a/source/gameengine/GameLogic/SCA_EventManager.h
+++ b/source/gameengine/GameLogic/SCA_EventManager.h
@@ -51,8 +51,8 @@ public:
enum EVENT_MANAGER_TYPE {
KEYBOARD_EVENTMGR = 0,
MOUSE_EVENTMGR,
- ALWAYS_EVENTMGR,
- TOUCH_EVENTMGR,
+ ALWAYS_EVENTMGR,
+ TOUCH_EVENTMGR,
PROPERTY_EVENTMGR,
TIME_EVENTMGR,
RANDOM_EVENTMGR,
@@ -65,7 +65,7 @@ public:
SCA_EventManager(SCA_LogicManager* logicmgr, EVENT_MANAGER_TYPE mgrtype);
virtual ~SCA_EventManager();
-
+
virtual void RemoveSensor(class SCA_ISensor* sensor);
virtual void NextFrame(double curtime, double fixedtime);
virtual void NextFrame();
diff --git a/source/gameengine/GameLogic/SCA_ExpressionController.h b/source/gameengine/GameLogic/SCA_ExpressionController.h
index c16944ccde1..993b3b67a96 100644
--- a/source/gameengine/GameLogic/SCA_ExpressionController.h
+++ b/source/gameengine/GameLogic/SCA_ExpressionController.h
@@ -51,7 +51,7 @@ public:
virtual CValue* GetReplica();
virtual void Trigger(SCA_LogicManager* logicmgr);
virtual CValue* FindIdentifier(const STR_String& identifiername);
- /**
+ /**
* used to release the expression cache
* so that self references are removed before the controller itself is released
*/
diff --git a/source/gameengine/GameLogic/SCA_IActuator.cpp b/source/gameengine/GameLogic/SCA_IActuator.cpp
index 9a355fdf3c9..ca67f5b672e 100644
--- a/source/gameengine/GameLogic/SCA_IActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_IActuator.cpp
@@ -49,7 +49,7 @@ bool SCA_IActuator::Update(double curtime, bool frame)
{
if (frame)
return Update();
-
+
return true;
}
@@ -99,7 +99,7 @@ SCA_IActuator::~SCA_IActuator()
void SCA_IActuator::DecLink()
{
m_links--;
- if (m_links < 0)
+ if (m_links < 0)
{
printf("Warning: actuator %s has negative m_links: %d\n", m_name.Ptr(), m_links);
m_links = 0;
@@ -123,8 +123,8 @@ void SCA_IActuator::UnlinkController(SCA_IController* controller)
return;
}
}
- printf("Missing link from actuator %s:%s to controller %s:%s\n",
- m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
+ printf("Missing link from actuator %s:%s to controller %s:%s\n",
+ m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
controller->GetParent()->GetName().ReadPtr(), controller->GetName().ReadPtr());
}
diff --git a/source/gameengine/GameLogic/SCA_IActuator.h b/source/gameengine/GameLogic/SCA_IActuator.h
index b63cb633b4e..bca0b1ad764 100644
--- a/source/gameengine/GameLogic/SCA_IActuator.h
+++ b/source/gameengine/GameLogic/SCA_IActuator.h
@@ -92,7 +92,7 @@ public:
KX_ACT_MOUSE,
};
- SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type);
+ SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type);
/**
* UnlinkObject(...)
@@ -105,11 +105,11 @@ public:
/**
* Update(...)
- * Update the actuator based upon the events received since
+ * Update the actuator based upon the events received since
* the last call to Update, the current time and deltatime the
* time elapsed in this frame ?
* It is the responsibility of concrete Actuators to clear
- * their event's. This is usually done in the Update() method via
+ * their event's. This is usually done in the Update() method via
* a call to RemoveAllEvents()
*/
@@ -117,9 +117,9 @@ public:
virtual bool Update(double curtime, bool frame);
virtual bool Update();
- /**
+ /**
* Add an event to an actuator.
- */
+ */
//void AddEvent(CValue* event)
void AddEvent(bool event)
{
@@ -131,7 +131,7 @@ public:
virtual void ProcessReplica();
- /**
+ /**
* Return true if all the current events
* are negative. The definition of negative event is
* not immediately clear. But usually refers to key-up events
@@ -159,7 +159,7 @@ public:
virtual void DecLink();
bool IsNoLink() const { return !m_links; }
bool IsType(KX_ACTUATOR_TYPE type) { return m_type == type; }
-
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_IActuator")
#endif
diff --git a/source/gameengine/GameLogic/SCA_IController.cpp b/source/gameengine/GameLogic/SCA_IController.cpp
index c4176d66688..46ea2910a74 100644
--- a/source/gameengine/GameLogic/SCA_IController.cpp
+++ b/source/gameengine/GameLogic/SCA_IController.cpp
@@ -48,9 +48,9 @@ SCA_IController::SCA_IController(SCA_IObject* gameobj)
m_justActivated(false)
{
}
-
-
+
+
SCA_IController::~SCA_IController()
{
//UnlinkAllActuators();
@@ -77,7 +77,7 @@ void SCA_IController::UnlinkAllSensors()
std::vector<class SCA_ISensor*>::iterator sensit;
for (sensit = m_linkedsensors.begin();!(sensit==m_linkedsensors.end());++sensit)
{
- if (IsActive())
+ if (IsActive())
{
(*sensit)->DecLink();
}
@@ -93,7 +93,7 @@ void SCA_IController::UnlinkAllActuators()
std::vector<class SCA_IActuator*>::iterator actit;
for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
{
- if (IsActive())
+ if (IsActive())
{
(*actit)->DecLink();
}
@@ -127,8 +127,8 @@ void SCA_IController::UnlinkActuator(class SCA_IActuator* actua)
return;
}
}
- printf("Missing link from controller %s:%s to actuator %s:%s\n",
- m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
+ printf("Missing link from controller %s:%s to actuator %s:%s\n",
+ m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
actua->GetParent()->GetName().ReadPtr(), actua->GetName().ReadPtr());
}
@@ -157,8 +157,8 @@ void SCA_IController::UnlinkSensor(class SCA_ISensor* sensor)
return;
}
}
- printf("Missing link from controller %s:%s to sensor %s:%s\n",
- m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
+ printf("Missing link from controller %s:%s to sensor %s:%s\n",
+ m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
sensor->GetParent()->GetName().ReadPtr(), sensor->GetName().ReadPtr());
}
@@ -168,9 +168,9 @@ void SCA_IController::ApplyState(unsigned int state)
std::vector<class SCA_IActuator*>::iterator actit;
std::vector<class SCA_ISensor*>::iterator sensit;
- if (m_statemask & state)
+ if (m_statemask & state)
{
- if (!IsActive())
+ if (!IsActive())
{
// reactive the controller, all the links to actuator are valid again
for (actit = m_linkedactuators.begin();!(actit==m_linkedactuators.end());++actit)
diff --git a/source/gameengine/GameLogic/SCA_IController.h b/source/gameengine/GameLogic/SCA_IController.h
index 4ec872c2316..a249a6e85f9 100644
--- a/source/gameengine/GameLogic/SCA_IController.h
+++ b/source/gameengine/GameLogic/SCA_IController.h
@@ -100,7 +100,7 @@ public:
}
}
}
-
+
#ifdef WITH_PYTHON
static PyObject* pyattr_get_state(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
diff --git a/source/gameengine/GameLogic/SCA_IInputDevice.cpp b/source/gameengine/GameLogic/SCA_IInputDevice.cpp
index f4fce034c87..0808028fed3 100644
--- a/source/gameengine/GameLogic/SCA_IInputDevice.cpp
+++ b/source/gameengine/GameLogic/SCA_IInputDevice.cpp
@@ -111,7 +111,7 @@ void SCA_IInputDevice::NextFrame()
m_currentTable = 1 - m_currentTable;
// cerr << "SCA_IInputDevice::NextFrame " << GetNumActiveEvents() << endl;
-
+
for (int i=0;i<SCA_IInputDevice::KX_MAX_KEYS;i++)
{
switch (m_eventStatusTables[1 - m_currentTable][i].m_status)
diff --git a/source/gameengine/GameLogic/SCA_IInputDevice.h b/source/gameengine/GameLogic/SCA_IInputDevice.h
index f306ae4f26b..6aea80f848d 100644
--- a/source/gameengine/GameLogic/SCA_IInputDevice.h
+++ b/source/gameengine/GameLogic/SCA_IInputDevice.h
@@ -39,12 +39,12 @@
#include "MEM_guardedalloc.h"
#endif
-class SCA_InputEvent
+class SCA_InputEvent
{
-
+
public:
enum SCA_EnumInputs {
-
+
KX_NO_INPUTSTATUS = 0,
KX_JUSTACTIVATED,
KX_ACTIVE,
@@ -68,25 +68,25 @@ public:
#define MOUSEX MOUSEMOVE
#define MOUSEY ACTIONMOUSE
-class SCA_IInputDevice
+class SCA_IInputDevice
{
-
+
public:
SCA_IInputDevice();
virtual ~SCA_IInputDevice();
enum KX_EnumInputs {
-
+
KX_NOKEY = 0,
-
- // TIMERS
-
+
+ // TIMERS
+
KX_TIMER0,
KX_TIMER1,
KX_TIMER2,
-
+
// SYSTEM
/* Moved to avoid clashes with KX_RETKEY */
@@ -104,8 +104,8 @@ public:
KX_WINQUIT,
KX_Q_FIRSTTIME,
/* sequence ends on 16 */
-
- // standard keyboard
+
+ // standard keyboard
/* Because of the above preamble, KX_BEGINKEY is 15 ! This
* means that KX_RETKEY on 13d (0Dh)) will double up with
@@ -131,7 +131,7 @@ public:
KX_PERIODKEY = 46,
KX_PLUSKEY = 47,
KX_ZEROKEY = 48,
-
+
KX_ONEKEY, // =49
KX_TWOKEY,
KX_THREEKEY,
@@ -168,64 +168,64 @@ public:
KX_XKEY, // =120
KX_YKEY,
KX_ZKEY, // =122
-
-
-
+
+
+
KX_CAPSLOCKKEY, // 123
-
+
KX_LEFTCTRLKEY, // 124
KX_LEFTALTKEY,
KX_RIGHTALTKEY,
KX_RIGHTCTRLKEY,
KX_RIGHTSHIFTKEY,
KX_LEFTSHIFTKEY,// 129
-
+
KX_ESCKEY, // 130
KX_TABKEY, //131
-
-
+
+
KX_LINEFEEDKEY, // 132
KX_BACKSPACEKEY,
KX_DELKEY,
KX_SEMICOLONKEY, // 135
-
-
+
+
KX_QUOTEKEY, //136
KX_ACCENTGRAVEKEY, //137
-
+
KX_SLASHKEY, //138
KX_BACKSLASHKEY,
KX_EQUALKEY,
KX_LEFTBRACKETKEY,
KX_RIGHTBRACKETKEY, // 142
-
+
KX_LEFTARROWKEY, // 145
KX_DOWNARROWKEY,
KX_RIGHTARROWKEY,
KX_UPARROWKEY, // 148
-
+
KX_PAD2 ,
KX_PAD4 ,
KX_PAD6 ,
KX_PAD8 ,
-
+
KX_PAD1 ,
KX_PAD3 ,
KX_PAD5 ,
KX_PAD7 ,
KX_PAD9 ,
-
+
KX_PADPERIOD,
KX_PADSLASHKEY,
-
-
-
+
+
+
KX_PAD0 ,
KX_PADMINUS,
KX_PADENTER,
KX_PADPLUSKEY,
-
-
+
+
KX_F1KEY ,
KX_F2KEY ,
KX_F3KEY ,
@@ -247,7 +247,7 @@ public:
KX_F19KEY,
KX_OSKEY,
-
+
KX_PAUSEKEY,
KX_INSERTKEY,
KX_HOMEKEY ,
@@ -257,41 +257,41 @@ public:
// MOUSE
KX_BEGINMOUSE,
-
+
KX_BEGINMOUSEBUTTONS,
KX_LEFTMOUSE,
KX_MIDDLEMOUSE,
KX_RIGHTMOUSE,
-
+
KX_ENDMOUSEBUTTONS,
-
+
KX_WHEELUPMOUSE,
KX_WHEELDOWNMOUSE,
KX_MOUSEX,
KX_MOUSEY,
-
+
KX_ENDMOUSE,
KX_MAX_KEYS
-
+
}; // enum
protected:
- /**
+ /**
* m_eventStatusTables are two tables that contain current and previous
* status of all events
*/
SCA_InputEvent m_eventStatusTables[2][SCA_IInputDevice::KX_MAX_KEYS];
- /**
+ /**
* m_currentTable is index for m_keyStatusTable that toggle between 0 or 1
*/
- int m_currentTable;
+ int m_currentTable;
void ClearStatusTable(int tableid);
public:
@@ -307,9 +307,9 @@ public:
* Get the number of remapping events (just_activated, just_released)
*/
virtual int GetNumJustEvents();
-
+
virtual void HookEscape();
-
+
/**
* Next frame: we calculate the new key states. This goes as follows:
*
diff --git a/source/gameengine/GameLogic/SCA_ILogicBrick.cpp b/source/gameengine/GameLogic/SCA_ILogicBrick.cpp
index d0a6e4540c9..d388317ce6a 100644
--- a/source/gameengine/GameLogic/SCA_ILogicBrick.cpp
+++ b/source/gameengine/GameLogic/SCA_ILogicBrick.cpp
@@ -88,7 +88,7 @@ CValue* SCA_ILogicBrick::Calc(VALUE_OPERATOR op, CValue *val)
temp->Release();
return result;
-}
+}
@@ -107,7 +107,7 @@ CValue* SCA_ILogicBrick::CalcFinal(VALUE_DATA_TYPE dtype,
const STR_String& SCA_ILogicBrick::GetText()
-{
+{
if (m_name.Length())
return m_name;
@@ -137,8 +137,8 @@ void SCA_ILogicBrick::SetName(const char *name)
bool SCA_ILogicBrick::LessComparedTo(SCA_ILogicBrick* other)
{
- return (this->m_Execute_Ueber_Priority < other->m_Execute_Ueber_Priority)
- || ((this->m_Execute_Ueber_Priority == other->m_Execute_Ueber_Priority) &&
+ return (this->m_Execute_Ueber_Priority < other->m_Execute_Ueber_Priority)
+ || ((this->m_Execute_Ueber_Priority == other->m_Execute_Ueber_Priority) &&
(this->m_Execute_Priority < other->m_Execute_Priority));
}
@@ -178,7 +178,7 @@ CValue* SCA_ILogicBrick::GetEvent()
{
return m_eventval->AddRef();
}
-
+
return NULL;
}
@@ -244,10 +244,10 @@ PyObject *SCA_ILogicBrick::pyattr_get_owner(void *self_v, const KX_PYATTRIBUTE_D
{
SCA_ILogicBrick* self = static_cast<SCA_ILogicBrick*>(self_v);
CValue* parent = self->GetParent();
-
+
if (parent)
return parent->GetProxy();
-
+
Py_RETURN_NONE;
}
diff --git a/source/gameengine/GameLogic/SCA_ILogicBrick.h b/source/gameengine/GameLogic/SCA_ILogicBrick.h
index f9ef18cc348..46c62f0258a 100644
--- a/source/gameengine/GameLogic/SCA_ILogicBrick.h
+++ b/source/gameengine/GameLogic/SCA_ILogicBrick.h
@@ -81,7 +81,7 @@ public:
virtual double GetNumber();
virtual STR_String& GetName();
virtual void SetName(const char *);
-
+
bool IsActive()
{
return m_bActive;
@@ -101,7 +101,7 @@ public:
}
// insert in a QList at position corresponding to m_Execute_Priority
- // inside a longer list that contains elements of other objects.
+ // inside a longer list that contains elements of other objects.
// Sorting is done only between the elements of the same object.
// head is the head of the combined list
// current points to the first element of the object in the list, NULL if none yet
@@ -138,7 +138,7 @@ public:
#ifdef WITH_PYTHON
// python methods
-
+
static PyObject* pyattr_get_owner(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
// check that attribute is a property
@@ -152,14 +152,14 @@ public:
};
-protected:
+protected:
/* Some conversions to go with the bool type. */
/** Convert a KX_TRUE, KX_FALSE in Python to a c++ value. */
bool PyArgToBool(int boolArg);
/** Convert a a c++ value to KX_TRUE, KX_FALSE in Python. */
PyObject *BoolToPyArg(bool);
-
+
#endif /* WITH_PYTHON */
};
diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp
index 526e695e792..c5eab53d67e 100644
--- a/source/gameengine/GameLogic/SCA_IObject.cpp
+++ b/source/gameengine/GameLogic/SCA_IObject.cpp
@@ -60,7 +60,7 @@ SCA_IObject::~SCA_IObject()
(*its)->Delete();
//((CValue*)(*its))->Release();
}
- SCA_ControllerList::iterator itc;
+ SCA_ControllerList::iterator itc;
for (itc = m_controllers.begin(); !(itc == m_controllers.end()); ++itc)
{
//Use Delete for controller to ensure proper cleaning (expression controller)
@@ -250,7 +250,7 @@ SCA_IActuator* SCA_IObject::FindActuator(const STR_String& actuatorname)
void SCA_IObject::Suspend()
{
- if ((!m_ignore_activity_culling)
+ if ((!m_ignore_activity_culling)
&& (!m_suspended)) {
m_suspended = true;
/* flag suspend for all sensors */
@@ -286,8 +286,8 @@ void SCA_IObject::SetState(unsigned int state)
// 1) set the new state bits that are 1
// 2) clr the new state bits that are 0
// This to ensure continuity if a sensor is attached to two states
- // that are switching state: no need to deactive and reactive the sensor
-
+ // that are switching state: no need to deactive and reactive the sensor
+
tmpstate = m_state | state;
if (tmpstate != m_state)
{
diff --git a/source/gameengine/GameLogic/SCA_IObject.h b/source/gameengine/GameLogic/SCA_IObject.h
index 29a21fd8708..5c2dd351fb3 100644
--- a/source/gameengine/GameLogic/SCA_IObject.h
+++ b/source/gameengine/GameLogic/SCA_IObject.h
@@ -53,9 +53,9 @@ typedef std::vector<SCA_IObject *> SCA_ObjectList;
class SCA_IObject : public CValue
{
-
+
Py_Header
-
+
protected:
friend class KX_StateActuator;
friend class SCA_IActuator;
@@ -110,7 +110,7 @@ protected:
SG_QList* m_firstState;
public:
-
+
SCA_IObject();
virtual ~SCA_IObject();
@@ -148,7 +148,7 @@ public:
}
void RegisterActuator(SCA_IActuator* act);
void UnregisterActuator(SCA_IActuator* act);
-
+
void RegisterObject(SCA_IObject* objs);
void UnregisterObject(SCA_IObject* objs);
/**
@@ -165,7 +165,7 @@ public:
void SetCurrentTime(float currentTime) {}
virtual void ReParentLogic();
-
+
/**
* Set whether or not to ignore activity culling requests
*/
@@ -187,7 +187,7 @@ public:
* Suspend all progress.
*/
void Suspend(void);
-
+
/**
* Resume progress
*/
@@ -216,7 +216,7 @@ public:
// const class MT_Point3& ConvertPythonPylist(PyObject *pylist);
virtual int GetGameObjectType() {return -1;}
-
+
typedef enum ObjectTypes {
OBJ_ARMATURE=0,
OBJ_CAMERA=1,
diff --git a/source/gameengine/GameLogic/SCA_IScene.cpp b/source/gameengine/GameLogic/SCA_IScene.cpp
index a4c905096d7..07b7e008e83 100644
--- a/source/gameengine/GameLogic/SCA_IScene.cpp
+++ b/source/gameengine/GameLogic/SCA_IScene.cpp
@@ -39,8 +39,8 @@ SCA_DebugProp::SCA_DebugProp(): m_obj(NULL)
SCA_DebugProp::~SCA_DebugProp()
{
- if (m_obj)
- m_obj->Release();
+ if (m_obj)
+ m_obj->Release();
}
SCA_IScene::SCA_IScene()
@@ -64,7 +64,7 @@ SCA_IScene::~SCA_IScene()
}
-std::vector<SCA_DebugProp*>& SCA_IScene::GetDebugProperties()
+std::vector<SCA_DebugProp*>& SCA_IScene::GetDebugProperties()
{
return m_debugList;
}
@@ -129,7 +129,7 @@ void SCA_IScene::RemoveDebugProperty(class CValue *gameobj,
void SCA_IScene::RemoveObjectDebugProperties(class CValue* gameobj)
-{
+{
vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
while (it != m_debugList.end()) {
CValue* debugobj = (*it)->m_obj;
diff --git a/source/gameengine/GameLogic/SCA_IScene.h b/source/gameengine/GameLogic/SCA_IScene.h
index b76b5636b13..e08c68f63e4 100644
--- a/source/gameengine/GameLogic/SCA_IScene.h
+++ b/source/gameengine/GameLogic/SCA_IScene.h
@@ -51,7 +51,7 @@ struct SCA_DebugProp
~SCA_DebugProp();
};
-class SCA_IScene
+class SCA_IScene
{
std::vector<SCA_DebugProp*> m_debugList;
public:
@@ -63,7 +63,7 @@ public:
virtual void RemoveObject(class CValue* gameobj)=0;
virtual void DelayedRemoveObject(class CValue* gameobj)=0;
//virtual void DelayedReleaseObject(class CValue* gameobj)=0;
-
+
virtual void ReplaceMesh(class CValue* gameobj,
void* meshobj, bool use_gfx, bool use_phys)=0;
std::vector<SCA_DebugProp*>& GetDebugProperties();
@@ -74,8 +74,8 @@ public:
void RemoveDebugProperty(class CValue *gameobj, const STR_String &name);
void RemoveObjectDebugProperties(class CValue* gameobj);
- virtual void Update2DFilter(std::vector<STR_String>& propNames, void* gameObj,
- RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode,
+ virtual void Update2DFilter(std::vector<STR_String>& propNames, void* gameObj,
+ RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode,
int pass, STR_String& text) {}
diff --git a/source/gameengine/GameLogic/SCA_ISensor.cpp b/source/gameengine/GameLogic/SCA_ISensor.cpp
index 66dd69f93c4..44fbe1d4692 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ISensor.cpp
@@ -70,12 +70,12 @@ SCA_ISensor::SCA_ISensor(SCA_IObject* gameobj,
m_skipped_ticks = 0;
m_state = false;
m_prev_state = false;
-
+
m_eventmgr = eventmgr;
}
-SCA_ISensor::~SCA_ISensor()
+SCA_ISensor::~SCA_ISensor()
{
// intentionally empty
}
@@ -89,18 +89,18 @@ void SCA_ISensor::ProcessReplica()
bool SCA_ISensor::IsPositiveTrigger()
{
bool result = false;
-
+
if (m_eventval) {
result = (m_eventval->GetNumber() != 0.0);
}
if (m_invert) {
result = !result;
}
-
+
return result;
}
-void SCA_ISensor::SetPulseMode(bool posmode,
+void SCA_ISensor::SetPulseMode(bool posmode,
bool negmode,
int skippedticks)
{
@@ -153,7 +153,7 @@ void SCA_ISensor::Init()
void SCA_ISensor::DecLink()
{
m_links--;
- if (m_links < 0)
+ if (m_links < 0)
{
printf("Warning: sensor %s has negative m_links: %d\n", m_name.Ptr(), m_links);
m_links = 0;
@@ -203,8 +203,8 @@ void SCA_ISensor::UnlinkController(SCA_IController* controller)
return;
}
}
- printf("Missing link from sensor %s:%s to controller %s:%s\n",
- m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
+ printf("Missing link from sensor %s:%s to controller %s:%s\n",
+ m_gameobj->GetName().ReadPtr(), GetName().ReadPtr(),
controller->GetParent()->GetName().ReadPtr(), controller->GetName().ReadPtr());
}
@@ -237,7 +237,7 @@ void SCA_ISensor::ActivateControllers(class SCA_LogicManager* logicmgr)
void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr)
{
-
+
// calculate if a __triggering__ is wanted
// don't evaluate a sensor that is not connected to any controller
if (m_links && !m_suspended) {
@@ -270,7 +270,7 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr)
result = true;
}
m_pos_ticks = 0;
- }
+ }
}
// negative pulse doesn't make sense in tap mode, skip
if (m_neg_pulsemode && !m_tap)
@@ -304,8 +304,8 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr)
}
if (!result && m_level)
{
- // This level sensor is connected to at least one controller that was just made
- // active but it did not generate an event yet, do it now to those controllers only
+ // This level sensor is connected to at least one controller that was just made
+ // active but it did not generate an event yet, do it now to those controllers only
for (vector<SCA_IController*>::const_iterator c= m_linkedcontrollers.begin();
c!=m_linkedcontrollers.end();++c)
{
@@ -314,7 +314,7 @@ void SCA_ISensor::Activate(class SCA_LogicManager* logicmgr)
logicmgr->AddTriggeredController(contr, this);
}
}
- }
+ }
}
#ifdef WITH_PYTHON
@@ -400,18 +400,18 @@ PyObject *SCA_ISensor::pyattr_get_status(void *self_v, const KX_PYATTRIBUTE_DEF
{
SCA_ISensor* self = static_cast<SCA_ISensor*>(self_v);
int status = 0;
- if (self->GetState())
+ if (self->GetState())
{
- if (self->GetState() == self->GetPrevState())
+ if (self->GetState() == self->GetPrevState())
{
status = 2;
}
- else
+ else
{
status = 1;
}
}
- else if (self->GetState() != self->GetPrevState())
+ else if (self->GetState() != self->GetPrevState())
{
status = 3;
}
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index 1e82f3ab11f..f8276b1c79f 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -40,7 +40,7 @@
/**
* Interface Class for all logic Sensors. Implements
- * pulsemode,pulsefrequency
+ * pulsemode,pulsefrequency
* Use of SG_DList element: link sensors to their respective event manager
* Head: SCA_EventManager::m_sensors
* Use of SG_QList element: not used
@@ -126,7 +126,7 @@ public:
void SetPulseMode(bool posmode,
bool negmode,
int skippedticks);
-
+
/** Set inversion of pulses on or off. */
void SetInvert(bool inv);
/** set the level detection on or off */
@@ -156,13 +156,13 @@ public:
/** Is this sensor switched off? */
bool IsSuspended();
-
+
/** get the state of the sensor: positive or negative */
bool GetState()
{
return m_state;
}
-
+
/** get the previous state of the sensor: positive or negative */
bool GetPrevState()
{
@@ -189,13 +189,13 @@ public:
void IncLink()
{ if (!m_links++) RegisterToManager(); }
void DecLink();
- bool IsNoLink() const
+ bool IsNoLink() const
{ return !m_links; }
#ifdef WITH_PYTHON
/* Python functions: */
KX_PYMETHOD_DOC_NOARGS(SCA_ISensor,reset);
-
+
static PyObject* pyattr_get_triggered(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_positive(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_status(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
@@ -206,13 +206,13 @@ public:
static int pyattr_check_level(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_check_tap(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
-
+
enum SensorStatus {
KX_SENSOR_INACTIVE = 0,
KX_SENSOR_JUST_ACTIVATED,
KX_SENSOR_ACTIVE,
KX_SENSOR_JUST_DEACTIVATED
-
+
};
#endif /* WITH_PYTHON */
};
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
index 56df9692e72..c98efd6db08 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.cpp
@@ -95,7 +95,7 @@ CValue* SCA_JoystickSensor::GetReplica()
bool SCA_JoystickSensor::IsPositiveTrigger()
-{
+{
bool result = m_istrig;
if (m_invert)
result = !result;
@@ -108,10 +108,10 @@ bool SCA_JoystickSensor::Evaluate()
SCA_Joystick *js = ((SCA_JoystickManager *)m_eventmgr)->GetJoystickDevice(m_joyindex);
bool result = false;
bool reset = m_reset && m_level;
-
+
if (js==NULL) /* no joystick - don't do anything */
return false;
-
+
m_reset = false;
switch (m_joymode) {
@@ -128,10 +128,10 @@ bool SCA_JoystickSensor::Evaluate()
* also note that this starts at 1 where functions its used
* with expect a zero index.
*/
-
+
if (!js->IsTrigAxis() && !reset) /* No events from SDL? - don't bother */
return false;
-
+
js->cSetPrecision(m_precision);
if (m_bAllEvents) {
if (js->aAxisPairIsPositive(m_axis-1)) { /* use zero based axis index internally */
@@ -164,7 +164,7 @@ bool SCA_JoystickSensor::Evaluate()
/* Like KX_JOYSENSORMODE_AXIS but don't pair up axis */
if (!js->IsTrigAxis() && !reset) /* No events from SDL? - don't bother */
return false;
-
+
/* No need for 'm_bAllEvents' check here since were only checking 1 axis */
js->cSetPrecision(m_precision);
if (js->aAxisIsPositive(m_axis-1)) { /* use zero based axis index internally */
@@ -187,7 +187,7 @@ bool SCA_JoystickSensor::Evaluate()
*/
if (!js->IsTrigButton() && !reset) /* No events from SDL? - don't bother */
return false;
-
+
if (( m_bAllEvents && js->aAnyButtonPressIsPositive()) || (!m_bAllEvents && js->aButtonPressIsPositive(m_button))) {
m_istrig = 1;
result = true;
@@ -206,10 +206,10 @@ bool SCA_JoystickSensor::Evaluate()
* numberof = m_hat -- max 4
* direction= m_hatf -- max 12
*/
-
+
if (!js->IsTrigHat() && !reset) /* No events from SDL? - don't bother */
return false;
-
+
if ((m_bAllEvents && js->GetHat(m_hat-1)) || js->aHatIsPositive(m_hat-1, m_hatf)) {
m_istrig = 1;
result = true;
@@ -227,7 +227,7 @@ bool SCA_JoystickSensor::Evaluate()
printf("Error invalid switch statement\n");
break;
}
-
+
/* if not all events are enabled, only send a positive pulse when
* the button state changes */
if (!m_bAllEvents) {
@@ -238,10 +238,10 @@ bool SCA_JoystickSensor::Evaluate()
m_istrig_prev = m_istrig;
}
}
-
+
if (reset)
result = true;
-
+
return result;
}
@@ -306,7 +306,7 @@ PyAttributeDef SCA_JoystickSensor::Attributes[] = {
};
/* get button active list -------------------------------------------------- */
-const char SCA_JoystickSensor::GetButtonActiveList_doc[] =
+const char SCA_JoystickSensor::GetButtonActiveList_doc[] =
"getButtonActiveList\n"
"\tReturns a list containing the indices of the button currently pressed.\n";
PyObject *SCA_JoystickSensor::PyGetButtonActiveList( )
@@ -315,7 +315,7 @@ PyObject *SCA_JoystickSensor::PyGetButtonActiveList( )
PyObject *ls = PyList_New(0);
PyObject *value;
int i;
-
+
if (joy) {
for (i=0; i < joy->GetNumberOfButtons(); i++) {
if (joy->aButtonPressIsPositive(i)) {
@@ -329,14 +329,14 @@ PyObject *SCA_JoystickSensor::PyGetButtonActiveList( )
}
/* get button status -------------------------------------------------- */
-const char SCA_JoystickSensor::GetButtonStatus_doc[] =
+const char SCA_JoystickSensor::GetButtonStatus_doc[] =
"getButtonStatus(buttonIndex)\n"
"\tReturns a bool of the current pressed state of the specified button.\n";
PyObject *SCA_JoystickSensor::PyGetButtonStatus( PyObject *args )
{
SCA_Joystick *joy = ((SCA_JoystickManager *)m_eventmgr)->GetJoystickDevice(m_joyindex);
int index;
-
+
if (!PyArg_ParseTuple(args, "i:getButtonStatus", &index)) {
return NULL;
}
@@ -350,14 +350,14 @@ PyObject *SCA_JoystickSensor::pyattr_get_axis_values(void *self_v, const KX_PYAT
{
SCA_JoystickSensor* self = static_cast<SCA_JoystickSensor*>(self_v);
SCA_Joystick *joy = ((SCA_JoystickManager *)self->m_eventmgr)->GetJoystickDevice(self->m_joyindex);
-
+
int axis_index = (joy ? joy->GetNumberOfAxes() : 0);
PyObject *list = PyList_New(axis_index);
-
+
while (axis_index--) {
PyList_SET_ITEM(list, axis_index, PyLong_FromLong(joy->GetAxisPosition(axis_index)));
}
-
+
return list;
}
@@ -365,12 +365,12 @@ PyObject *SCA_JoystickSensor::pyattr_get_axis_single(void *self_v, const KX_PYAT
{
SCA_JoystickSensor* self = static_cast<SCA_JoystickSensor*>(self_v);
SCA_Joystick *joy = ((SCA_JoystickManager *)self->m_eventmgr)->GetJoystickDevice(self->m_joyindex);
-
+
if (self->m_joymode != KX_JOYSENSORMODE_AXIS_SINGLE) {
PyErr_SetString(PyExc_AttributeError, "val = sensor.axisSingle: Joystick Sensor, not 'Single Axis' type");
return NULL;
}
-
+
return PyLong_FromLong(joy ? joy->GetAxisPosition(self->m_axis - 1) : 0);
}
@@ -378,14 +378,14 @@ PyObject *SCA_JoystickSensor::pyattr_get_hat_values(void *self_v, const KX_PYATT
{
SCA_JoystickSensor* self = static_cast<SCA_JoystickSensor*>(self_v);
SCA_Joystick *joy = ((SCA_JoystickManager *)self->m_eventmgr)->GetJoystickDevice(self->m_joyindex);
-
+
int hat_index = (joy ? joy->GetNumberOfHats() : 0);
PyObject *list = PyList_New(hat_index);
-
+
while (hat_index--) {
PyList_SET_ITEM(list, hat_index, PyLong_FromLong(joy->GetHat(hat_index)));
}
-
+
return list;
}
@@ -393,7 +393,7 @@ PyObject *SCA_JoystickSensor::pyattr_get_hat_single(void *self_v, const KX_PYATT
{
SCA_JoystickSensor* self = static_cast<SCA_JoystickSensor*>(self_v);
SCA_Joystick *joy = ((SCA_JoystickManager *)self->m_eventmgr)->GetJoystickDevice(self->m_joyindex);
-
+
return PyLong_FromLong(joy ? joy->GetHat(self->m_hat - 1) : 0);
}
diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.h b/source/gameengine/GameLogic/SCA_JoystickSensor.h
index 6c6dc019a5e..30c2d1a30c3 100644
--- a/source/gameengine/GameLogic/SCA_JoystickSensor.h
+++ b/source/gameengine/GameLogic/SCA_JoystickSensor.h
@@ -39,7 +39,7 @@
class SCA_JoystickSensor :public SCA_ISensor
{
Py_Header
-
+
/**
* Axis 1-JOYAXIS_MAX, MUST be followed by m_axisf
*/
@@ -112,11 +112,11 @@ public:
int hat, int hatf, bool allevents);
virtual ~SCA_JoystickSensor();
virtual CValue* GetReplica();
-
+
virtual bool Evaluate();
virtual bool IsPositiveTrigger();
virtual void Init();
-
+
short int GetJoyIndex(void) {
return m_joyindex;
}
@@ -139,7 +139,7 @@ public:
static PyObject* pyattr_get_num_buttons(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_num_hats(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_connected(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
-
+
/* attribute check */
static int CheckAxis(void *self, const PyAttributeDef*)
@@ -160,7 +160,7 @@ public:
sensor->m_hat = JOYHAT_MAX;
return 0;
}
-
+
#endif /* WITH_PYTHON */
};
diff --git a/source/gameengine/GameLogic/SCA_KeyboardManager.h b/source/gameengine/GameLogic/SCA_KeyboardManager.h
index cd1cbf4adee..5a5c8e77b21 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardManager.h
+++ b/source/gameengine/GameLogic/SCA_KeyboardManager.h
@@ -47,13 +47,13 @@ using namespace std;
class SCA_KeyboardManager : public SCA_EventManager
{
class SCA_IInputDevice* m_inputDevice;
-
+
public:
SCA_KeyboardManager(class SCA_LogicManager* logicmgr,class SCA_IInputDevice* inputdev);
virtual ~SCA_KeyboardManager();
bool IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode);
-
+
virtual void NextFrame();
SCA_IInputDevice* GetInputDevice();
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
index 414a685d358..a502158f453 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
@@ -106,19 +106,19 @@ short int SCA_KeyboardSensor::GetHotkey()
bool SCA_KeyboardSensor::IsPositiveTrigger()
-{
+{
bool result = (m_val != 0);
if (m_invert)
result = !result;
-
+
return result;
}
bool SCA_KeyboardSensor::TriggerOnAllKeys()
-{
+{
return m_bAllKeys;
}
@@ -131,7 +131,7 @@ bool SCA_KeyboardSensor::Evaluate()
bool qual = true;
bool qual_change = false;
short int m_val_orig = m_val;
-
+
SCA_IInputDevice* inputdev = ((SCA_KeyboardManager *)m_eventmgr)->GetInputDevice();
// cerr << "SCA_KeyboardSensor::Eval event, sensing for "<< m_hotkey << " at device " << inputdev << "\n";
@@ -157,8 +157,8 @@ bool SCA_KeyboardSensor::Evaluate()
for (int i=SCA_IInputDevice::KX_BEGINKEY ; i<= SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
- switch (inevent.m_status)
- {
+ switch (inevent.m_status)
+ {
case SCA_InputEvent::KX_JUSTACTIVATED:
justactivated = true;
break;
@@ -216,10 +216,10 @@ bool SCA_KeyboardSensor::Evaluate()
// cerr << "======= SCA_KeyboardSensor::Evaluate:: peeking at key status" << endl;
const SCA_InputEvent & inevent = inputdev->GetEventValue(
(SCA_IInputDevice::KX_EnumInputs) m_hotkey);
-
+
// cerr << "======= SCA_KeyboardSensor::Evaluate:: status: " << inevent.m_status << endl;
-
-
+
+
/* Check qualifier keys
* - see if the qualifiers we request are pressed - 'qual' true/false
* - see if the qualifiers we request changed their state - 'qual_change' true/false
@@ -260,12 +260,12 @@ bool SCA_KeyboardSensor::Evaluate()
}
}
/* done reading qualifiers */
-
+
if (inevent.m_status == SCA_InputEvent::KX_NO_INPUTSTATUS)
{
if (m_val == 1)
{
- // this situation may occur after a scene suspend: the keyboard release
+ // this situation may occur after a scene suspend: the keyboard release
// event was not captured, produce now the event off
m_val = 0;
result = true;
@@ -282,14 +282,14 @@ bool SCA_KeyboardSensor::Evaluate()
{
m_val = 0;
result = true;
- } else
+ } else
{
if (inevent.m_status == SCA_InputEvent::KX_ACTIVE)
{
if (m_val == 0)
{
m_val = 1;
- if (m_level)
+ if (m_level)
{
result = true;
}
@@ -298,14 +298,14 @@ bool SCA_KeyboardSensor::Evaluate()
}
}
}
-
+
/* Modify the key state based on qual(s)
* Tested carefully. don't touch unless your really sure.
* note, this will only change the results if key modifiers are set.
*
* When all modifiers and keys are positive
* - pulse true
- *
+ *
* When ANY of the modifiers or main key become inactive,
* - pulse false
*/
@@ -322,9 +322,9 @@ bool SCA_KeyboardSensor::Evaluate()
}
}
/* done with key quals */
-
+
}
-
+
if (reset)
// force an event
result = true;
@@ -371,21 +371,21 @@ void SCA_KeyboardSensor::AddToTargetProp(int keyIndex, int unicode)
}
}
}
-
+
/**
* Tests whether shift is pressed
*/
bool SCA_KeyboardSensor::IsShifted(void)
{
SCA_IInputDevice* inputdev = ((SCA_KeyboardManager *)m_eventmgr)->GetInputDevice();
-
- if ( (inputdev->GetEventValue(SCA_IInputDevice::KX_RIGHTSHIFTKEY).m_status
+
+ if ( (inputdev->GetEventValue(SCA_IInputDevice::KX_RIGHTSHIFTKEY).m_status
== SCA_InputEvent::KX_ACTIVE)
- || (inputdev->GetEventValue(SCA_IInputDevice::KX_RIGHTSHIFTKEY).m_status
+ || (inputdev->GetEventValue(SCA_IInputDevice::KX_RIGHTSHIFTKEY).m_status
== SCA_InputEvent::KX_JUSTACTIVATED)
- || (inputdev->GetEventValue(SCA_IInputDevice::KX_LEFTSHIFTKEY).m_status
+ || (inputdev->GetEventValue(SCA_IInputDevice::KX_LEFTSHIFTKEY).m_status
== SCA_InputEvent::KX_ACTIVE)
- || (inputdev->GetEventValue(SCA_IInputDevice::KX_LEFTSHIFTKEY).m_status
+ || (inputdev->GetEventValue(SCA_IInputDevice::KX_LEFTSHIFTKEY).m_status
== SCA_InputEvent::KX_JUSTACTIVATED)
) {
return true;
@@ -395,7 +395,7 @@ bool SCA_KeyboardSensor::IsShifted(void)
}
}
-void SCA_KeyboardSensor::LogKeystrokes(void)
+void SCA_KeyboardSensor::LogKeystrokes(void)
{
SCA_IInputDevice* inputdev = ((SCA_KeyboardManager *)m_eventmgr)->GetInputDevice();
int num = inputdev->GetNumActiveEvents();
@@ -403,7 +403,7 @@ void SCA_KeyboardSensor::LogKeystrokes(void)
/* weird loop, this one... */
if (num > 0)
{
-
+
int index = 0;
/* Check on all keys whether they were pushed. This does not
* untangle the ordering, so don't type too fast :) */
@@ -436,16 +436,16 @@ KX_PYMETHODDEF_DOC_O(SCA_KeyboardSensor, getKeyStatus,
PyErr_SetString(PyExc_ValueError, "sensor.getKeyStatus(int): Keyboard Sensor, expected an int");
return NULL;
}
-
+
SCA_IInputDevice::KX_EnumInputs keycode = (SCA_IInputDevice::KX_EnumInputs)PyLong_AsLong(value);
-
+
if ((keycode < SCA_IInputDevice::KX_BEGINKEY) ||
(keycode > SCA_IInputDevice::KX_ENDKEY))
{
PyErr_SetString(PyExc_AttributeError, "sensor.getKeyStatus(int): Keyboard Sensor, invalid keycode specified!");
return NULL;
}
-
+
SCA_IInputDevice* inputdev = ((SCA_KeyboardManager *)m_eventmgr)->GetInputDevice();
const SCA_InputEvent & inevent = inputdev->GetEventValue(keycode);
return PyLong_FromLong(inevent.m_status);
@@ -497,11 +497,11 @@ PyAttributeDef SCA_KeyboardSensor::Attributes[] = {
PyObject *SCA_KeyboardSensor::pyattr_get_events(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
SCA_KeyboardSensor* self = static_cast<SCA_KeyboardSensor*>(self_v);
-
+
SCA_IInputDevice* inputdev = ((SCA_KeyboardManager *)self->m_eventmgr)->GetInputDevice();
PyObject *resultlist = PyList_New(0);
-
+
for (int i=SCA_IInputDevice::KX_BEGINKEY ; i<= SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
@@ -526,42 +526,42 @@ PyObject *SCA_KeyboardSensor::pyattr_get_events(void *self_v, const KX_PYATTRIBU
char ToCharacter(int keyIndex, bool shifted)
{
/* numerals */
- if ( (keyIndex >= SCA_IInputDevice::KX_ZEROKEY)
+ if ( (keyIndex >= SCA_IInputDevice::KX_ZEROKEY)
&& (keyIndex <= SCA_IInputDevice::KX_NINEKEY) ) {
if (shifted) {
char numshift[] = ")!@#$%^&*(";
- return numshift[keyIndex - '0'];
+ return numshift[keyIndex - '0'];
} else {
- return keyIndex - SCA_IInputDevice::KX_ZEROKEY + '0';
+ return keyIndex - SCA_IInputDevice::KX_ZEROKEY + '0';
}
}
-
+
/* letters... always lowercase... is that desirable? */
- if ( (keyIndex >= SCA_IInputDevice::KX_AKEY)
+ if ( (keyIndex >= SCA_IInputDevice::KX_AKEY)
&& (keyIndex <= SCA_IInputDevice::KX_ZKEY) ) {
if (shifted) {
- return keyIndex - SCA_IInputDevice::KX_AKEY + 'A';
+ return keyIndex - SCA_IInputDevice::KX_AKEY + 'A';
} else {
- return keyIndex - SCA_IInputDevice::KX_AKEY + 'a';
+ return keyIndex - SCA_IInputDevice::KX_AKEY + 'a';
}
}
-
+
if (keyIndex == SCA_IInputDevice::KX_SPACEKEY) {
return ' ';
}
if (keyIndex == SCA_IInputDevice::KX_RETKEY || keyIndex == SCA_IInputDevice::KX_PADENTER) {
return '\n';
}
-
-
+
+
if (keyIndex == SCA_IInputDevice::KX_PADASTERKEY) {
return '*';
}
-
+
if (keyIndex == SCA_IInputDevice::KX_TABKEY) {
return '\t';
}
-
+
/* comma to period */
char commatoperiod[] = ",-.";
char commatoperiodshifted[] = "<_>";
@@ -586,11 +586,11 @@ char ToCharacter(int keyIndex, bool shifted)
return commatoperiod[2];
}
}
-
+
/* semicolon to rightbracket */
char semicolontorightbracket[] = ";\'`/\\=[]";
char semicolontorightbracketshifted[] = ":\"~\?|+{}";
- if ((keyIndex >= SCA_IInputDevice::KX_SEMICOLONKEY)
+ if ((keyIndex >= SCA_IInputDevice::KX_SEMICOLONKEY)
&& (keyIndex <= SCA_IInputDevice::KX_RIGHTBRACKETKEY)) {
if (shifted) {
return semicolontorightbracketshifted[keyIndex - SCA_IInputDevice::KX_SEMICOLONKEY];
@@ -598,11 +598,11 @@ char ToCharacter(int keyIndex, bool shifted)
return semicolontorightbracket[keyIndex - SCA_IInputDevice::KX_SEMICOLONKEY];
}
}
-
+
/* keypad2 to padplus */
char pad2topadplus[] = "246813579. 0- +";
- if ((keyIndex >= SCA_IInputDevice::KX_PAD2)
- && (keyIndex <= SCA_IInputDevice::KX_PADPLUSKEY)) {
+ if ((keyIndex >= SCA_IInputDevice::KX_PAD2)
+ && (keyIndex <= SCA_IInputDevice::KX_PADPLUSKEY)) {
return pad2topadplus[keyIndex - SCA_IInputDevice::KX_PAD2];
}
@@ -617,33 +617,33 @@ char ToCharacter(int keyIndex, bool shifted)
* keycodes. */
bool IsPrintable(int keyIndex)
{
- /* only print
+ /* only print
* - numerals: KX_ZEROKEY to KX_NINEKEY
- * - alphas: KX_AKEY to KX_ZKEY.
+ * - alphas: KX_AKEY to KX_ZKEY.
* - specials: KX_RETKEY, KX_PADASTERKEY, KX_PADCOMMAKEY to KX_PERIODKEY,
* KX_TABKEY, KX_SEMICOLONKEY to KX_RIGHTBRACKETKEY,
* KX_PAD2 to KX_PADPLUSKEY
- * - delete and backspace: also printable in the sense that they modify
+ * - delete and backspace: also printable in the sense that they modify
* the string
* - retkey: should this be printable?
* - virgule: prints a space... don't know which key that's supposed
* to be...
*/
- if ( ((keyIndex >= SCA_IInputDevice::KX_ZEROKEY)
+ if ( ((keyIndex >= SCA_IInputDevice::KX_ZEROKEY)
&& (keyIndex <= SCA_IInputDevice::KX_NINEKEY))
- || ((keyIndex >= SCA_IInputDevice::KX_AKEY)
- && (keyIndex <= SCA_IInputDevice::KX_ZKEY))
- || (keyIndex == SCA_IInputDevice::KX_SPACEKEY)
+ || ((keyIndex >= SCA_IInputDevice::KX_AKEY)
+ && (keyIndex <= SCA_IInputDevice::KX_ZKEY))
+ || (keyIndex == SCA_IInputDevice::KX_SPACEKEY)
|| (keyIndex == SCA_IInputDevice::KX_RETKEY)
|| (keyIndex == SCA_IInputDevice::KX_PADENTER)
- || (keyIndex == SCA_IInputDevice::KX_PADASTERKEY)
- || (keyIndex == SCA_IInputDevice::KX_TABKEY)
- || ((keyIndex >= SCA_IInputDevice::KX_COMMAKEY)
- && (keyIndex <= SCA_IInputDevice::KX_PERIODKEY))
- || ((keyIndex >= SCA_IInputDevice::KX_SEMICOLONKEY)
- && (keyIndex <= SCA_IInputDevice::KX_RIGHTBRACKETKEY))
- || ((keyIndex >= SCA_IInputDevice::KX_PAD2)
- && (keyIndex <= SCA_IInputDevice::KX_PADPLUSKEY))
+ || (keyIndex == SCA_IInputDevice::KX_PADASTERKEY)
+ || (keyIndex == SCA_IInputDevice::KX_TABKEY)
+ || ((keyIndex >= SCA_IInputDevice::KX_COMMAKEY)
+ && (keyIndex <= SCA_IInputDevice::KX_PERIODKEY))
+ || ((keyIndex >= SCA_IInputDevice::KX_SEMICOLONKEY)
+ && (keyIndex <= SCA_IInputDevice::KX_RIGHTBRACKETKEY))
+ || ((keyIndex >= SCA_IInputDevice::KX_PAD2)
+ && (keyIndex <= SCA_IInputDevice::KX_PADPLUSKEY))
|| (keyIndex == SCA_IInputDevice::KX_DELKEY)
|| (keyIndex == SCA_IInputDevice::KX_BACKSPACEKEY)
)
diff --git a/source/gameengine/GameLogic/SCA_KeyboardSensor.h b/source/gameengine/GameLogic/SCA_KeyboardSensor.h
index 51d7756bd1f..0429ccf9bd1 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardSensor.h
+++ b/source/gameengine/GameLogic/SCA_KeyboardSensor.h
@@ -75,7 +75,7 @@ class SCA_KeyboardSensor : public SCA_ISensor
* Log the keystrokes from the current input buffer.
*/
void LogKeystrokes(void);
-
+
/**
* Adds this key-code to the target prop.
*/
@@ -85,7 +85,7 @@ class SCA_KeyboardSensor : public SCA_ISensor
* Tests whether shift is pressed.
*/
bool IsShifted(void);
-
+
public:
SCA_KeyboardSensor(class SCA_KeyboardManager* keybdmgr,
short int hotkey,
@@ -111,11 +111,11 @@ public:
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
- // KeyEvents:
+ // KeyEvents:
KX_PYMETHOD_DOC_NOARGS(SCA_KeyboardSensor,getEventList);
- // KeyStatus:
+ // KeyStatus:
KX_PYMETHOD_DOC_O(SCA_KeyboardSensor,getKeyStatus);
-
+
static PyObject* pyattr_get_events(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
#endif
};
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index 978f6d6b836..0913f576d00 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -104,12 +104,12 @@ void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void
-void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj)
+void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj)
{
m_map_blendobj_to_gameobj.insert(CHashedPtr(blendobj), gameobj);
}
-void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj)
+void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj)
{
void **obp = m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
if (obp && (CValue*)(*obp) == gameobj)
@@ -120,7 +120,7 @@ CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
{
STR_HashedString mn = gameobjname;
CValue** gameptr = m_mapStringToGameObjects[mn];
-
+
if (gameptr)
return *gameptr;
@@ -128,7 +128,7 @@ CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
}
-CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj)
+CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj)
{
void **obp= m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
return obp?(CValue*)(*obp):NULL;
@@ -136,7 +136,7 @@ CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj)
-void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname)
+void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname)
{
STR_HashedString mn = gamemeshname;
void **obp= m_map_gamemeshname_to_blendobj[mn];
@@ -225,15 +225,15 @@ void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
if (!actua->Update(curtime, frame))
{
// this actuator is not active anymore, remove
- actua->QDelink();
- actua->SetActive(false);
+ actua->QDelink();
+ actua->SetActive(false);
} else if (actua->IsNoLink())
{
// This actuator has no more links but it still active
// make sure it will get a negative event on next frame to stop it
// Do this check after Update() rather than before to make sure
// that all the actuators that are activated at same time than a state
- // actuator have a chance to execute.
+ // actuator have a chance to execute.
bool event = false;
actua->RemoveAllEvents();
actua->AddEvent(event);
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.h b/source/gameengine/GameLogic/SCA_LogicManager.h
index 7319bb537dd..231af077c8e 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.h
+++ b/source/gameengine/GameLogic/SCA_LogicManager.h
@@ -33,7 +33,7 @@
#ifdef _MSC_VER
# pragma warning (disable:4786)
-#endif
+#endif
#include <vector>
//#include "CTR_Map.h"
@@ -73,7 +73,7 @@ typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
class SCA_LogicManager
{
vector<class SCA_EventManager*> m_eventmanagers;
-
+
// SG_DList: Head of objects having activated actuators
// element: SCA_IObject::m_activeActuators
SG_DList m_activeActuators;
@@ -99,7 +99,7 @@ public:
class SCA_ISensor* sensor);
void RegisterToActuator(SCA_IController* controller,
class SCA_IActuator* actuator);
-
+
void BeginFrame(double curtime, double fixedtime);
void UpdateFrame(double curtime, bool frame);
void EndFrame();
@@ -113,7 +113,7 @@ public:
void AddTriggeredController(SCA_IController* controller, SCA_ISensor* sensor);
SCA_EventManager* FindEventManager(int eventmgrtype);
vector<class SCA_EventManager*> GetEventManagers() { return m_eventmanagers; }
-
+
void RemoveGameObject(const STR_String& gameobjname);
/**
@@ -122,14 +122,14 @@ public:
void RemoveSensor(SCA_ISensor* sensor);
void RemoveController(SCA_IController* controller);
void RemoveActuator(SCA_IActuator* actuator);
-
+
// for the scripting... needs a FactoryManager later (if we would have time... ;)
void RegisterMeshName(const STR_String& meshname,void* mesh);
void UnregisterMeshName(const STR_String& meshname,void* mesh);
CTR_Map<STR_HashedString,void*>& GetMeshMap() { return m_mapStringToMeshes; }
CTR_Map<STR_HashedString,void*>& GetActionMap() { return m_mapStringToActions; }
-
+
void RegisterActionName(const STR_String& actname,void* action);
void* GetActionByName (const STR_String& actname);
@@ -144,8 +144,8 @@ public:
void RegisterGameObj(void* blendobj, CValue* gameobj);
void UnregisterGameObj(void* blendobj, CValue* gameobj);
CValue* FindGameObjByBlendObj(void* blendobj);
-
-
+
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_LogicManager")
#endif
diff --git a/source/gameengine/GameLogic/SCA_MouseManager.cpp b/source/gameengine/GameLogic/SCA_MouseManager.cpp
index 51c03d1e350..1842b7a9ded 100644
--- a/source/gameengine/GameLogic/SCA_MouseManager.cpp
+++ b/source/gameengine/GameLogic/SCA_MouseManager.cpp
@@ -85,17 +85,17 @@ void SCA_MouseManager::NextFrame()
// coordinates
if (!mousesensor->IsSuspended())
{
- const SCA_InputEvent& event1 =
+ const SCA_InputEvent& event1 =
m_mousedevice->GetEventValue(SCA_IInputDevice::KX_MOUSEX);
- const SCA_InputEvent& event2 =
+ const SCA_InputEvent& event2 =
m_mousedevice->GetEventValue(SCA_IInputDevice::KX_MOUSEY);
int mx = this->m_canvas->GetMouseX(event1.m_eventval);
int my = this->m_canvas->GetMouseY(event2.m_eventval);
-
+
mousesensor->setX(mx);
mousesensor->setY(my);
-
+
mousesensor->Activate(m_logicmgr);
}
}
@@ -107,6 +107,6 @@ bool SCA_MouseManager::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
/* We should guard for non-mouse events maybe? A rather silly side */
/* effect here is that position-change events are considered presses as */
/* well. */
-
+
return m_mousedevice->IsPressed(inputcode);
}
diff --git a/source/gameengine/GameLogic/SCA_MouseManager.h b/source/gameengine/GameLogic/SCA_MouseManager.h
index a57e52070a7..de932584ede 100644
--- a/source/gameengine/GameLogic/SCA_MouseManager.h
+++ b/source/gameengine/GameLogic/SCA_MouseManager.h
@@ -50,10 +50,10 @@ class SCA_MouseManager : public SCA_EventManager
class SCA_IInputDevice* m_mousedevice;
class RAS_ICanvas* m_canvas;
-
+
unsigned short m_xpos; // Cached location of the mouse pointer
unsigned short m_ypos;
-
+
public:
SCA_MouseManager(class SCA_LogicManager* logicmgr,class SCA_IInputDevice* mousedev, class RAS_ICanvas* canvas);
virtual ~SCA_MouseManager();
diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.cpp b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
index 2479e859dea..c1ad1c4543a 100644
--- a/source/gameengine/GameLogic/SCA_MouseSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_MouseSensor.cpp
@@ -48,7 +48,7 @@
/* Native functions */
/* ------------------------------------------------------------------------- */
-SCA_MouseSensor::SCA_MouseSensor(SCA_MouseManager* eventmgr,
+SCA_MouseSensor::SCA_MouseSensor(SCA_MouseManager* eventmgr,
int startx,int starty,
short int mousemode,
SCA_IObject* gameobj)
@@ -69,7 +69,7 @@ void SCA_MouseSensor::Init()
m_reset = true;
}
-SCA_MouseSensor::~SCA_MouseSensor()
+SCA_MouseSensor::~SCA_MouseSensor()
{
/* Nothing to be done here. */
}
@@ -78,8 +78,8 @@ void SCA_MouseSensor::UpdateHotkey(void *self)
{
// gosh, this function is so damn stupid
// its here because of a design mistake in the mouse sensor, it should only
- // have 3 trigger modes (button, wheel, move), and let the user set the
- // hotkey separately, like the other sensors. but instead it has a mode for
+ // have 3 trigger modes (button, wheel, move), and let the user set the
+ // hotkey separately, like the other sensors. but instead it has a mode for
// each friggin key and i have to update the hotkey based on it... genius!
SCA_MouseSensor* sensor = reinterpret_cast<SCA_MouseSensor*>(self);
@@ -121,21 +121,21 @@ bool SCA_MouseSensor::IsPositiveTrigger()
bool result = (m_val != 0);
if (m_invert)
result = !result;
-
+
return result;
}
short int SCA_MouseSensor::GetModeKey()
-{
+{
return m_mousemode;
}
SCA_IInputDevice::KX_EnumInputs SCA_MouseSensor::GetHotKey()
-{
+{
return m_hotkey;
}
@@ -195,22 +195,22 @@ bool SCA_MouseSensor::Evaluate()
{
m_val = 1;
result = true;
- }
+ }
else if (eventX.m_status == SCA_InputEvent::KX_JUSTRELEASED ||
eventY.m_status == SCA_InputEvent::KX_JUSTRELEASED )
{
m_val = 0;
result = true;
- }
+ }
else //KX_NO_IMPUTSTATUS
- {
+ {
if (m_val == 1)
{
m_val = 0;
result = true;
}
}
-
+
break;
}
default:
@@ -251,19 +251,19 @@ KX_PYMETHODDEF_DOC_O(SCA_MouseSensor, getButtonStatus,
if (PyLong_Check(value))
{
SCA_IInputDevice::KX_EnumInputs button = (SCA_IInputDevice::KX_EnumInputs)PyLong_AsLong(value);
-
+
if ((button < SCA_IInputDevice::KX_LEFTMOUSE) ||
(button > SCA_IInputDevice::KX_RIGHTMOUSE))
{
PyErr_SetString(PyExc_ValueError, "sensor.getButtonStatus(int): Mouse Sensor, invalid button specified!");
return NULL;
}
-
+
SCA_IInputDevice* mousedev = ((SCA_MouseManager *)m_eventmgr)->GetInputDevice();
const SCA_InputEvent& event = mousedev->GetEventValue(button);
return PyLong_FromLong(event.m_status);
}
-
+
Py_RETURN_NONE;
}
diff --git a/source/gameengine/GameLogic/SCA_MouseSensor.h b/source/gameengine/GameLogic/SCA_MouseSensor.h
index 2660aaeacb5..53785fa40da 100644
--- a/source/gameengine/GameLogic/SCA_MouseSensor.h
+++ b/source/gameengine/GameLogic/SCA_MouseSensor.h
@@ -40,7 +40,7 @@
class SCA_MouseSensor : public SCA_ISensor
{
Py_Header
-
+
/**
* Use SCA_IInputDevice values to encode the mouse mode for now.
*/
@@ -51,12 +51,12 @@ class SCA_MouseSensor : public SCA_ISensor
*/
bool m_triggermode;
/**
- * Remember the last state update
+ * Remember the last state update
*/
int m_val;
SCA_IInputDevice::KX_EnumInputs m_hotkey;
-
+
/**
* valid x coordinate, MUST be followed by y coordinate
*/
@@ -66,7 +66,7 @@ class SCA_MouseSensor : public SCA_ISensor
* valid y coordinate
*/
short m_y;
-
+
public:
/**
* Allowable modes for the trigger status of the mouse sensor.
@@ -86,7 +86,7 @@ class SCA_MouseSensor : public SCA_ISensor
};
bool isValid(KX_MOUSESENSORMODE);
-
+
SCA_MouseSensor(class SCA_MouseManager* keybdmgr,
int startx,int starty,
short int mousemode,
@@ -109,7 +109,7 @@ class SCA_MouseSensor : public SCA_ISensor
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
-
+
static int UpdateHotkeyPy(void *self, const PyAttributeDef *);
// get button status
diff --git a/source/gameengine/GameLogic/SCA_NANDController.cpp b/source/gameengine/GameLogic/SCA_NANDController.cpp
index 6a00c110e2b..ce98c8a5d7c 100644
--- a/source/gameengine/GameLogic/SCA_NANDController.cpp
+++ b/source/gameengine/GameLogic/SCA_NANDController.cpp
@@ -71,7 +71,7 @@ void SCA_NANDController::Trigger(SCA_LogicManager* logicmgr)
break;
}
}
-
+
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
diff --git a/source/gameengine/GameLogic/SCA_NORController.cpp b/source/gameengine/GameLogic/SCA_NORController.cpp
index fb09617e060..16a82a6d23e 100644
--- a/source/gameengine/GameLogic/SCA_NORController.cpp
+++ b/source/gameengine/GameLogic/SCA_NORController.cpp
@@ -71,7 +71,7 @@ void SCA_NORController::Trigger(SCA_LogicManager* logicmgr)
break;
}
}
-
+
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
diff --git a/source/gameengine/GameLogic/SCA_ORController.cpp b/source/gameengine/GameLogic/SCA_ORController.cpp
index 8a59bdf1b89..f758c096cc0 100644
--- a/source/gameengine/GameLogic/SCA_ORController.cpp
+++ b/source/gameengine/GameLogic/SCA_ORController.cpp
@@ -78,7 +78,7 @@ void SCA_ORController::Trigger(SCA_LogicManager* logicmgr)
if (sensor->GetState()) sensorresult = true;
is++;
}
-
+
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{
diff --git a/source/gameengine/GameLogic/SCA_PropertyActuator.cpp b/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
index f2907ca6361..87b0503ede8 100644
--- a/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertyActuator.cpp
@@ -89,9 +89,9 @@ bool SCA_PropertyActuator::Update()
CParser parser;
parser.SetContext( propowner->AddRef());
-
+
CExpression* userexpr= NULL;
-
+
if (m_type==KX_ACT_PROP_TOGGLE)
{
/* don't use */
@@ -127,7 +127,7 @@ bool SCA_PropertyActuator::Update()
case KX_ACT_PROP_ASSIGN:
{
-
+
CValue* newval = userexpr->Calculate();
CValue* oldprop = propowner->GetProperty(m_propname);
if (oldprop)
@@ -184,11 +184,11 @@ bool SCA_PropertyActuator::Update()
userexpr->Release();
}
-
+
return result;
}
- bool
+ bool
SCA_PropertyActuator::
@@ -203,7 +203,7 @@ isValid(
}
- CValue*
+ CValue*
SCA_PropertyActuator::
diff --git a/source/gameengine/GameLogic/SCA_PropertyActuator.h b/source/gameengine/GameLogic/SCA_PropertyActuator.h
index 228ecf94bc4..57483bd0e05 100644
--- a/source/gameengine/GameLogic/SCA_PropertyActuator.h
+++ b/source/gameengine/GameLogic/SCA_PropertyActuator.h
@@ -37,7 +37,7 @@
class SCA_PropertyActuator : public SCA_IActuator
{
Py_Header
-
+
enum KX_ACT_PROP_MODE {
KX_ACT_PROP_NODEF = 0,
KX_ACT_PROP_ASSIGN,
@@ -47,10 +47,10 @@ class SCA_PropertyActuator : public SCA_IActuator
KX_ACT_PROP_LEVEL,
KX_ACT_PROP_MAX
};
-
+
/**check whether this value is valid */
bool isValid(KX_ACT_PROP_MODE mode);
-
+
int m_type;
STR_String m_propname;
STR_String m_exprtxt;
@@ -70,7 +70,7 @@ public:
~SCA_PropertyActuator();
- CValue*
+ CValue*
GetReplica(
);
@@ -78,13 +78,13 @@ public:
virtual bool UnlinkObject(SCA_IObject* clientobj);
virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
- virtual bool
+ virtual bool
Update();
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
-
+
};
#endif /* __KX_PROPERTYACTUATOR_DOC */
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.cpp b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
index e34a5296139..f823320a417 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
@@ -86,7 +86,7 @@ CValue* SCA_PropertySensor::GetReplica()
// m_range_expr must be recalculated on replica!
replica->ProcessReplica();
replica->Init();
-
+
return replica;
}
@@ -113,7 +113,7 @@ bool SCA_PropertySensor::Evaluate()
{
bool result = CheckPropertyCondition();
bool reset = m_reset && m_level;
-
+
m_reset = false;
if (m_lastresult!=result)
{
@@ -147,7 +147,7 @@ bool SCA_PropertySensor::CheckPropertyCondition()
m_checkpropval.Upper();
}
result = (testprop == m_checkpropval);
-
+
/* Patch: floating point values cant use strings usefully since you can have "0.0" == "0.0000"
* this could be made into a generic Value class function for comparing values with a string.
*/
@@ -155,7 +155,7 @@ bool SCA_PropertySensor::CheckPropertyCondition()
float f;
if (sscanf(m_checkpropval.ReadPtr(), "%f", &f) == 1) {
result = (f == ((CFloatValue *)orgprop)->GetFloat());
- }
+ }
else {
/* error */
}
@@ -215,7 +215,7 @@ bool SCA_PropertySensor::CheckPropertyCondition()
case KX_PROPSENSOR_CHANGED:
{
CValue* orgprop = GetParent()->FindIdentifier(m_checkpropname);
-
+
if (!orgprop->IsError())
{
if (m_previoustext != orgprop->GetText())
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.h b/source/gameengine/GameLogic/SCA_PropertySensor.h
index f9cfb5fb1d2..eac1f22cccb 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.h
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.h
@@ -63,7 +63,7 @@ public:
};
const STR_String S_KX_PROPSENSOR_EQ_STRING;
-
+
SCA_PropertySensor(class SCA_EventManager* eventmgr,
SCA_IObject* gameobj,
const STR_String& propname,
diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp
index fd2e723741c..8da660686ef 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonController.cpp
@@ -68,7 +68,7 @@ SCA_PythonController::SCA_PythonController(SCA_IObject* gameobj, int mode)
#endif
{
-
+
}
#if 0
@@ -90,10 +90,10 @@ SCA_PythonController::~SCA_PythonController()
#ifdef WITH_PYTHON
//printf("released python byte script\n");
-
+
Py_XDECREF(m_bytecode);
Py_XDECREF(m_function);
-
+
if (m_pythondictionary) {
// break any circular references in the dictionary
PyDict_Clear(m_pythondictionary);
@@ -112,14 +112,14 @@ CValue* SCA_PythonController::GetReplica()
/* why is this needed at all??? - m_bytecode is NULL'd below so this doesnt make sense
* but removing it crashes blender (with YoFrankie). so leave in for now - Campbell */
Py_XINCREF(replica->m_bytecode);
-
+
Py_XINCREF(replica->m_function); // this is ok since its not set to NULL
replica->m_bModified = replica->m_bytecode == NULL;
-
+
// The replica->m_pythondictionary is stolen - replace with a copy.
if (m_pythondictionary)
replica->m_pythondictionary = PyDict_Copy(m_pythondictionary);
-
+
#if 0
// The other option is to incref the replica->m_pythondictionary -
// the replica objects can then share data.
@@ -128,7 +128,7 @@ CValue* SCA_PythonController::GetReplica()
#endif
#endif /* WITH_PYTHON */
-
+
// this will copy properties and so on...
replica->ProcessReplica();
@@ -138,7 +138,7 @@ CValue* SCA_PythonController::GetReplica()
void SCA_PythonController::SetScriptText(const STR_String& text)
-{
+{
m_scriptText = text;
m_bModified = true;
}
@@ -160,19 +160,19 @@ void SCA_PythonController::SetNamespace(PyObject* pythondictionary)
Py_DECREF(m_pythondictionary);
}
m_pythondictionary = PyDict_Copy(pythondictionary); /* new reference */
-
+
/* Without __file__ set the sys.argv[0] is used for the filename
* which ends up with lines from the blender binary being printed in the console */
PyObject *value = PyUnicode_From_STR_String(m_scriptName);
PyDict_SetItemString(m_pythondictionary, "__file__", value);
Py_DECREF(value);
-
+
}
#endif
bool SCA_PythonController::IsTriggered(class SCA_ISensor* sensor)
{
- if (std::find(m_triggeredSensors.begin(), m_triggeredSensors.end(), sensor) !=
+ if (std::find(m_triggeredSensors.begin(), m_triggeredSensors.end(), sensor) !=
m_triggeredSensors.end())
{
return true;
@@ -201,7 +201,7 @@ SCA_IActuator* SCA_PythonController::LinkedActuatorFromPy(PyObject *value)
// we don't want to crash gameengine/blender by python scripts
std::vector<SCA_IActuator*> lacts = m_sCurrentController->GetLinkedActuators();
std::vector<SCA_IActuator*>::iterator it;
-
+
if (PyUnicode_Check(value)) {
/* get the actuator from the name */
const char *name= _PyUnicode_AsString(value);
@@ -278,7 +278,7 @@ void SCA_PythonController::ErrorPrint(const char *error_msg)
}
printf("%s - object '%s', controller '%s':\n", error_msg, obj_name, ctr_name);
PyErr_Print();
-
+
/* Added in 2.48a, the last_traceback can reference Objects for example, increasing
* their user count. Not to mention holding references to wrapped data.
* This is especially bad when the PyObject for the wrapped data is freed, after blender
@@ -291,16 +291,16 @@ bool SCA_PythonController::Compile()
{
//printf("py script modified '%s'\n", m_scriptName.Ptr());
m_bModified= false;
-
+
// if a script already exists, decref it before replace the pointer to a new script
if (m_bytecode) {
Py_DECREF(m_bytecode);
m_bytecode=NULL;
}
-
+
// recompile the scripttext into bytecode
m_bytecode = Py_CompileString(m_scriptText.Ptr(), m_scriptName.Ptr(), Py_file_input);
-
+
if (m_bytecode) {
return true;
} else {
@@ -317,7 +317,7 @@ bool SCA_PythonController::Import()
/* in case we re-import */
Py_XDECREF(m_function);
m_function= NULL;
-
+
STR_String mod_path_str= m_scriptText; /* just for storage, use C style string access */
char *mod_path= mod_path_str.Ptr();
char *function_string;
@@ -361,26 +361,26 @@ bool SCA_PythonController::Import()
printf("Python module error in object '%s', controller '%s':\n '%s' module found but function missing\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr());
return false;
}
-
+
if (!PyCallable_Check(m_function)) {
Py_DECREF(m_function);
m_function = NULL;
printf("Python module function error in object '%s', controller '%s':\n '%s' not callable\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr());
return false;
}
-
+
m_function_argc = 0; /* rare cases this could be a function that isn't defined in python, assume zero args */
if (PyFunction_Check(m_function)) {
m_function_argc= ((PyCodeObject *)PyFunction_GET_CODE(m_function))->co_argcount;
}
-
+
if (m_function_argc > 1) {
Py_DECREF(m_function);
m_function = NULL;
printf("Python module function in object '%s', controller '%s':\n '%s' takes %d args, should be zero or 1 controller arg\n", GetParent()->GetName().Ptr(), GetName().Ptr(), m_scriptText.Ptr(), m_function_argc);
return false;
}
-
+
return true;
}
@@ -391,7 +391,7 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
PyObject *excdict= NULL;
PyObject *resultobj= NULL;
-
+
switch (m_mode) {
case SCA_PYEXEC_SCRIPT:
{
@@ -454,7 +454,7 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
Py_DECREF(resultobj);
else
ErrorPrint("Python script error");
-
+
if (excdict) /* Only for SCA_PYEXEC_SCRIPT types */
{
/* clear after PyErrPrint - seems it can be using
@@ -463,7 +463,7 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
//PyDict_Clear(excdict);
Py_DECREF(excdict);
}
-
+
m_triggeredSensors.clear();
m_sCurrentController = NULL;
}
@@ -474,11 +474,11 @@ PyObject *SCA_PythonController::PyActivate(PyObject *value)
PyErr_SetString(PyExc_SystemError, "Cannot activate an actuator from a non-active controller");
return NULL;
}
-
+
SCA_IActuator* actu = LinkedActuatorFromPy(value);
if (actu==NULL)
return NULL;
-
+
m_logicManager->AddActiveActuator((SCA_IActuator*)actu, true);
Py_RETURN_NONE;
}
@@ -489,11 +489,11 @@ PyObject *SCA_PythonController::PyDeActivate(PyObject *value)
PyErr_SetString(PyExc_SystemError, "Cannot deactivate an actuator from a non-active controller");
return NULL;
}
-
+
SCA_IActuator* actu = LinkedActuatorFromPy(value);
if (actu==NULL)
return NULL;
-
+
m_logicManager->AddActiveActuator((SCA_IActuator*)actu, false);
Py_RETURN_NONE;
}
@@ -512,18 +512,18 @@ PyObject *SCA_PythonController::pyattr_get_script(void *self_v, const KX_PYATTRI
int SCA_PythonController::pyattr_set_script(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
SCA_PythonController* self = static_cast<SCA_PythonController*>(self_v);
-
+
const char *scriptArg = _PyUnicode_AsString(value);
-
+
if (scriptArg==NULL) {
PyErr_SetString(PyExc_TypeError, "controller.script = string: Python Controller, expected a string script text");
return PY_SET_ATTR_FAIL;
}
- /* set scripttext sets m_bModified to true,
+ /* set scripttext sets m_bModified to true,
* so next time the script is needed, a reparse into byte code is done */
self->SetScriptText(scriptArg);
-
+
return PY_SET_ATTR_SUCCESS;
}
diff --git a/source/gameengine/GameLogic/SCA_PythonController.h b/source/gameengine/GameLogic/SCA_PythonController.h
index 11241da9117..ffb23c152ea 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.h
+++ b/source/gameengine/GameLogic/SCA_PythonController.h
@@ -52,7 +52,7 @@ class SCA_PythonController : public SCA_IController
bool m_debug; /* use with SCA_PYEXEC_MODULE for reloading every logic run */
int m_mode;
-
+
protected:
STR_String m_scriptText;
STR_String m_scriptName;
@@ -61,7 +61,7 @@ class SCA_PythonController : public SCA_IController
PyObject* m_pythonfunction; /* for SCA_PYEXEC_MODULE only */
#endif
std::vector<class SCA_ISensor*> m_triggeredSensors;
-
+
public:
enum SCA_PyExecMode
{
@@ -81,7 +81,7 @@ class SCA_PythonController : public SCA_IController
virtual CValue* GetReplica();
virtual void Trigger(class SCA_LogicManager* logicmgr);
-
+
void SetScriptText(const STR_String& text);
void SetScriptName(const STR_String& name);
#ifdef WITH_PYTHON
@@ -94,7 +94,7 @@ class SCA_PythonController : public SCA_IController
bool Compile();
bool Import();
void ErrorPrint(const char *error_msg);
-
+
#ifdef WITH_PYTHON
static const char *sPyGetCurrentController__doc__;
static PyObject *sPyGetCurrentController(PyObject *self);
@@ -103,13 +103,13 @@ class SCA_PythonController : public SCA_IController
PyObject *args);
static SCA_IActuator* LinkedActuatorFromPy(PyObject *value);
-
+
KX_PYMETHOD_O(SCA_PythonController,Activate);
KX_PYMETHOD_O(SCA_PythonController,DeActivate);
KX_PYMETHOD_O(SCA_PythonController,SetScript);
KX_PYMETHOD_NOARGS(SCA_PythonController,GetScript);
-
+
static PyObject* pyattr_get_script(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_script(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
#endif
diff --git a/source/gameengine/GameLogic/SCA_PythonJoystick.cpp b/source/gameengine/GameLogic/SCA_PythonJoystick.cpp
index 9b24ad7bcf2..06f42e84147 100644
--- a/source/gameengine/GameLogic/SCA_PythonJoystick.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonJoystick.cpp
@@ -125,7 +125,7 @@ PyObject* SCA_PythonJoystick::pyattr_get_num_x(void *self_v, const KX_PYATTRIBUT
PyObject* SCA_PythonJoystick::pyattr_get_active_buttons(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
SCA_PythonJoystick* self = static_cast<SCA_PythonJoystick*>(self_v);
-
+
const int button_number = self->m_joystick->GetNumberOfButtons();
PyObject *list = PyList_New(0);
@@ -145,25 +145,25 @@ PyObject* SCA_PythonJoystick::pyattr_get_active_buttons(void *self_v, const KX_P
PyObject* SCA_PythonJoystick::pyattr_get_hat_values(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
SCA_PythonJoystick* self = static_cast<SCA_PythonJoystick*>(self_v);
-
+
int hat_index = self->m_joystick->GetNumberOfHats();
PyObject *list = PyList_New(hat_index);
-
+
while (hat_index--) {
PyList_SET_ITEM(list, hat_index, PyLong_FromLong(self->m_joystick->GetHat(hat_index)));
}
-
+
return list;
}
PyObject* SCA_PythonJoystick::pyattr_get_axis_values(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
SCA_PythonJoystick* self = static_cast<SCA_PythonJoystick*>(self_v);
-
+
int axis_index = self->m_joystick->GetNumberOfAxes();
PyObject *list = PyList_New(axis_index);
int position;
-
+
while (axis_index--) {
position = self->m_joystick->GetAxisPosition(axis_index);
@@ -175,7 +175,7 @@ PyObject* SCA_PythonJoystick::pyattr_get_axis_values(void *self_v, const KX_PYAT
else
PyList_SET_ITEM(list, axis_index, PyFloat_FromDouble(position/(double)SHRT_MAX));
}
-
+
return list;
}
diff --git a/source/gameengine/GameLogic/SCA_PythonKeyboard.cpp b/source/gameengine/GameLogic/SCA_PythonKeyboard.cpp
index 9a96a7b0334..388ee5b9d4f 100644
--- a/source/gameengine/GameLogic/SCA_PythonKeyboard.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonKeyboard.cpp
@@ -112,7 +112,7 @@ PyAttributeDef SCA_PythonKeyboard::Attributes[] = {
PyObject *SCA_PythonKeyboard::pyattr_get_events(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
SCA_PythonKeyboard* self = static_cast<SCA_PythonKeyboard*>(self_v);
-
+
for (int i = SCA_IInputDevice::KX_BEGINKEY; i <= SCA_IInputDevice::KX_ENDKEY; i++) {
const SCA_InputEvent & inevent = self->m_keyboard->GetEventValue((SCA_IInputDevice::KX_EnumInputs)i);
PyObject *key = PyLong_FromLong(i);
@@ -132,10 +132,10 @@ PyObject *SCA_PythonKeyboard::pyattr_get_active_events(void *self_v, const KX_PY
SCA_PythonKeyboard* self = static_cast<SCA_PythonKeyboard*>(self_v);
PyDict_Clear(self->m_event_dict);
-
+
for (int i = SCA_IInputDevice::KX_BEGINKEY; i <= SCA_IInputDevice::KX_ENDKEY; i++) {
const SCA_InputEvent & inevent = self->m_keyboard->GetEventValue((SCA_IInputDevice::KX_EnumInputs)i);
-
+
if (inevent.m_status != SCA_InputEvent::KX_NO_INPUTSTATUS) {
PyObject *key = PyLong_FromLong(i);
PyObject *value = PyLong_FromLong(inevent.m_status);
diff --git a/source/gameengine/GameLogic/SCA_PythonMouse.cpp b/source/gameengine/GameLogic/SCA_PythonMouse.cpp
index 184b306a665..111d8abe8c5 100644
--- a/source/gameengine/GameLogic/SCA_PythonMouse.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonMouse.cpp
@@ -95,7 +95,7 @@ PyAttributeDef SCA_PythonMouse::Attributes[] = {
PyObject *SCA_PythonMouse::pyattr_get_events(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
SCA_PythonMouse* self = static_cast<SCA_PythonMouse*>(self_v);
-
+
for (int i = SCA_IInputDevice::KX_BEGINMOUSE; i <= SCA_IInputDevice::KX_ENDMOUSE; i++) {
const SCA_InputEvent &inevent = self->m_mouse->GetEventValue((SCA_IInputDevice::KX_EnumInputs)i);
PyObject *key = PyLong_FromLong(i);
@@ -115,10 +115,10 @@ PyObject *SCA_PythonMouse::pyattr_get_active_events(void *self_v, const KX_PYATT
SCA_PythonMouse* self = static_cast<SCA_PythonMouse*>(self_v);
PyDict_Clear(self->m_event_dict);
-
+
for (int i = SCA_IInputDevice::KX_BEGINMOUSE; i <= SCA_IInputDevice::KX_ENDMOUSE; i++) {
const SCA_InputEvent &inevent = self->m_mouse->GetEventValue((SCA_IInputDevice::KX_EnumInputs)i);
-
+
if (inevent.m_status != SCA_InputEvent::KX_NO_INPUTSTATUS) {
PyObject *key = PyLong_FromLong(i);
diff --git a/source/gameengine/GameLogic/SCA_RandomActuator.cpp b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
index 8d75be9089d..121be5f003e 100644
--- a/source/gameengine/GameLogic/SCA_RandomActuator.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomActuator.cpp
@@ -47,7 +47,7 @@
/* Native functions */
/* ------------------------------------------------------------------------- */
-SCA_RandomActuator::SCA_RandomActuator(SCA_IObject *gameobj,
+SCA_RandomActuator::SCA_RandomActuator(SCA_IObject *gameobj,
long seed,
SCA_RandomActuator::KX_RANDOMACT_MODE mode,
float para1,
@@ -62,14 +62,14 @@ SCA_RandomActuator::SCA_RandomActuator(SCA_IObject *gameobj,
m_base = new SCA_RandomNumberGenerator(seed);
m_counter = 0;
enforceConstraints();
-}
+}
SCA_RandomActuator::~SCA_RandomActuator()
{
m_base->Release();
-}
+}
@@ -112,7 +112,7 @@ bool SCA_RandomActuator::Update()
break;
case KX_RANDOMACT_BOOL_UNIFORM: {
/* flip a coin */
- bool res;
+ bool res;
if (m_counter > 31) {
m_previous = m_base->Draw();
res = ((m_previous & 0x1) == 0);
@@ -138,7 +138,7 @@ bool SCA_RandomActuator::Update()
break;
case KX_RANDOMACT_INT_UNIFORM: {
/* uniform (toss a die) */
- int res;
+ int res;
/* The [0, 1] interval is projected onto the [min, max+1] domain, */
/* and then rounded. */
res = (int)floor( ((m_parameter2 - m_parameter1 + 1) * m_base->DrawFloat()) + m_parameter1);
@@ -267,7 +267,7 @@ void SCA_RandomActuator::enforceConstraints()
; /* Nothing to be done here. We allow uniform distro's to have */
/* 'funny' domains, i.e. max < min. This does not give problems. */
break;
- case KX_RANDOMACT_BOOL_BERNOUILLI:
+ case KX_RANDOMACT_BOOL_BERNOUILLI:
/* clamp to [0, 1] */
if (m_parameter1 < 0.0) {
m_parameter1 = 0.0;
@@ -275,19 +275,19 @@ void SCA_RandomActuator::enforceConstraints()
m_parameter1 = 1.0;
}
break;
- case KX_RANDOMACT_INT_POISSON:
+ case KX_RANDOMACT_INT_POISSON:
/* non-negative */
if (m_parameter1 < 0.0) {
m_parameter1 = 0.0;
}
break;
- case KX_RANDOMACT_FLOAT_NORMAL:
+ case KX_RANDOMACT_FLOAT_NORMAL:
/* standard dev. is non-negative */
if (m_parameter2 < 0.0) {
m_parameter2 = 0.0;
}
break;
- case KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL:
+ case KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL:
/* halflife must be non-negative */
if (m_parameter1 < 0.0) {
m_parameter1 = 0.0;
@@ -375,22 +375,22 @@ int SCA_RandomActuator::pyattr_set_seed(void *self, const struct KX_PYATTRIBUTE_
KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setBoolConst,
"setBoolConst(value)\n"
"\t- value: 0 or 1\n"
-"\tSet this generator to produce a constant boolean value.\n")
+"\tSet this generator to produce a constant boolean value.\n")
{
int paraArg;
if (!PyArg_ParseTuple(args, "i:setBoolConst", &paraArg)) {
return NULL;
}
-
+
m_distribution = KX_RANDOMACT_BOOL_CONST;
m_parameter1 = (paraArg) ? 1.0 : 0.0;
-
+
Py_RETURN_NONE;
}
/* 12. setBoolUniform, */
KX_PYMETHODDEF_DOC_NOARGS(SCA_RandomActuator, setBoolUniform,
"setBoolUniform()\n"
-"\tSet this generator to produce true and false, each with 50%% chance of occurring\n")
+"\tSet this generator to produce true and false, each with 50%% chance of occurring\n")
{
/* no args */
m_distribution = KX_RANDOMACT_BOOL_UNIFORM;
@@ -407,7 +407,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setBoolBernouilli,
if (!PyArg_ParseTuple(args, "f:setBoolBernouilli", &paraArg)) {
return NULL;
}
-
+
m_distribution = KX_RANDOMACT_BOOL_BERNOUILLI;
m_parameter1 = paraArg;
enforceConstraints();
@@ -417,13 +417,13 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setBoolBernouilli,
KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setIntConst,
"setIntConst(value)\n"
"\t- value: integer\n"
-"\tAlways return value\n")
+"\tAlways return value\n")
{
int paraArg;
if (!PyArg_ParseTuple(args, "i:setIntConst", &paraArg)) {
return NULL;
}
-
+
m_distribution = KX_RANDOMACT_INT_CONST;
m_parameter1 = paraArg;
enforceConstraints();
@@ -441,7 +441,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setIntUniform,
if (!PyArg_ParseTuple(args, "ii:setIntUniform", &paraArg1, &paraArg2)) {
return NULL;
}
-
+
m_distribution = KX_RANDOMACT_INT_UNIFORM;
m_parameter1 = paraArg1;
m_parameter2 = paraArg2;
@@ -460,7 +460,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setIntPoisson,
if (!PyArg_ParseTuple(args, "f:setIntPoisson", &paraArg)) {
return NULL;
}
-
+
m_distribution = KX_RANDOMACT_INT_POISSON;
m_parameter1 = paraArg;
enforceConstraints();
@@ -476,7 +476,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatConst,
if (!PyArg_ParseTuple(args, "f:setFloatConst", &paraArg)) {
return NULL;
}
-
+
m_distribution = KX_RANDOMACT_FLOAT_CONST;
m_parameter1 = paraArg;
enforceConstraints();
@@ -494,7 +494,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatUniform,
if (!PyArg_ParseTuple(args, "ff:setFloatUniform", &paraArg1, &paraArg2)) {
return NULL;
}
-
+
m_distribution = KX_RANDOMACT_FLOAT_UNIFORM;
m_parameter1 = paraArg1;
m_parameter2 = paraArg2;
@@ -513,7 +513,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatNormal,
if (!PyArg_ParseTuple(args, "ff:setFloatNormal", &paraArg1, &paraArg2)) {
return NULL;
}
-
+
m_distribution = KX_RANDOMACT_FLOAT_NORMAL;
m_parameter1 = paraArg1;
m_parameter2 = paraArg2;
@@ -521,7 +521,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatNormal,
Py_RETURN_NONE;
}
/* 20. setFloatNegativeExponential, */
-KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatNegativeExponential,
+KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatNegativeExponential,
"setFloatNegativeExponential(half_life)\n"
"\t- half_life: float\n"
"\tReturn negative-exponentially distributed numbers. The half-life 'time'\n"
@@ -531,7 +531,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setFloatNegativeExponential,
if (!PyArg_ParseTuple(args, "f:setFloatNegativeExponential", &paraArg)) {
return NULL;
}
-
+
m_distribution = KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL;
m_parameter1 = paraArg;
enforceConstraints();
diff --git a/source/gameengine/GameLogic/SCA_RandomActuator.h b/source/gameengine/GameLogic/SCA_RandomActuator.h
index 32b29fc4f43..0bce4b765f6 100644
--- a/source/gameengine/GameLogic/SCA_RandomActuator.h
+++ b/source/gameengine/GameLogic/SCA_RandomActuator.h
@@ -41,11 +41,11 @@ class SCA_RandomActuator : public SCA_IActuator
Py_Header
/** Property to assign to */
STR_String m_propname;
-
- /** First parameter. The meaning of the parameters depends on the
+
+ /** First parameter. The meaning of the parameters depends on the
* distribution */
float m_parameter1;
- /** Second parameter. The meaning of the parameters depends on the
+ /** Second parameter. The meaning of the parameters depends on the
* distribution */
float m_parameter2;
@@ -60,7 +60,7 @@ class SCA_RandomActuator : public SCA_IActuator
/** apply constraints for the chosen distribution to the parameters */
void enforceConstraints(void);
-
+
public:
enum KX_RANDOMACT_MODE {
@@ -79,7 +79,7 @@ class SCA_RandomActuator : public SCA_IActuator
};
/** distribution type */
KX_RANDOMACT_MODE m_distribution;
-
+
SCA_RandomActuator(class SCA_IObject* gameobj,
long seed,
KX_RANDOMACT_MODE mode,
@@ -88,12 +88,12 @@ class SCA_RandomActuator : public SCA_IActuator
const STR_String &propName);
virtual ~SCA_RandomActuator();
virtual bool Update();
-
+
virtual CValue* GetReplica();
virtual void ProcessReplica();
#ifdef WITH_PYTHON
-
+
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
diff --git a/source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp b/source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp
index eca678f4e89..e6c1b51ea23 100644
--- a/source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp
@@ -2,8 +2,8 @@
* \ingroup gamelogic
*/
/**
- * Generate random numbers that can be used by other components. We
- * convert to different types/distributions elsewhere. This just
+ * Generate random numbers that can be used by other components. We
+ * convert to different types/distributions elsewhere. This just
* delivers a clean, random bitvector.
*
*/
@@ -29,7 +29,7 @@
/* See the GNU Library General Public License for more details. */
/* You should have received a copy of the GNU Library General */
/* Public License along with this library; if not, write to the */
-/* Free Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA */
+/* Free Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA */
/* 02110-1301, USA */
/* Copyright (C) 1997 Makoto Matsumoto and Takuji Nishimura. */
@@ -39,14 +39,14 @@
#include <limits.h>
#include "SCA_RandomNumberGenerator.h"
-/* Period parameters */
+/* Period parameters */
#define N 624
#define M 397
#define MATRIX_A 0x9908b0df /* constant vector a */
#define UPPER_MASK 0x80000000 /* most significant w-r bits */
#define LOWER_MASK 0x7fffffff /* least significant r bits */
-/* Tempering parameters */
+/* Tempering parameters */
#define TEMPERING_MASK_B 0x9d2c5680
#define TEMPERING_MASK_C 0xefc60000
#define TEMPERING_SHIFT_U(y) (y >> 11)
@@ -79,8 +79,8 @@ void SCA_RandomNumberGenerator::SetStartVector(void)
}
long SCA_RandomNumberGenerator::GetSeed() { return m_seed; }
-void SCA_RandomNumberGenerator::SetSeed(long newseed)
-{
+void SCA_RandomNumberGenerator::SetSeed(long newseed)
+{
m_seed = newseed;
SetStartVector();
}
diff --git a/source/gameengine/GameLogic/SCA_RandomNumberGenerator.h b/source/gameengine/GameLogic/SCA_RandomNumberGenerator.h
index 10818cb4e8f..574958e9bec 100644
--- a/source/gameengine/GameLogic/SCA_RandomNumberGenerator.h
+++ b/source/gameengine/GameLogic/SCA_RandomNumberGenerator.h
@@ -74,8 +74,8 @@ class SCA_RandomNumberGenerator {
if (--m_refcount == 0)
delete this;
}
-
-
+
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_RandomNumberGenerator")
#endif
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.cpp b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
index 8f2dc8d80f5..0757655e7db 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.cpp
@@ -46,7 +46,7 @@
/* Native functions */
/* ------------------------------------------------------------------------- */
-SCA_RandomSensor::SCA_RandomSensor(SCA_EventManager* eventmgr,
+SCA_RandomSensor::SCA_RandomSensor(SCA_EventManager* eventmgr,
SCA_IObject* gameobj,
int startseed)
: SCA_ISensor(gameobj,eventmgr)
@@ -57,7 +57,7 @@ SCA_RandomSensor::SCA_RandomSensor(SCA_EventManager* eventmgr,
-SCA_RandomSensor::~SCA_RandomSensor()
+SCA_RandomSensor::~SCA_RandomSensor()
{
m_basegenerator->Release();
}
@@ -89,7 +89,7 @@ void SCA_RandomSensor::ProcessReplica()
bool SCA_RandomSensor::IsPositiveTrigger()
-{
+{
return (m_invert !=m_lastdraw);
}
diff --git a/source/gameengine/GameLogic/SCA_RandomSensor.h b/source/gameengine/GameLogic/SCA_RandomSensor.h
index 66107b7b74b..40d7d7d66cd 100644
--- a/source/gameengine/GameLogic/SCA_RandomSensor.h
+++ b/source/gameengine/GameLogic/SCA_RandomSensor.h
@@ -62,7 +62,7 @@ public:
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
-
+
static PyObject* pyattr_get_seed(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_seed(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
#endif
diff --git a/source/gameengine/GameLogic/SCA_TimeEventManager.cpp b/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
index c56a1496823..7aa57b1b6b3 100644
--- a/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
+++ b/source/gameengine/GameLogic/SCA_TimeEventManager.cpp
@@ -75,7 +75,7 @@ void SCA_TimeEventManager::NextFrame(double curtime, double fixedtime)
if (m_timevalues.size() > 0 && fixedtime > 0.0)
{
CFloatValue* floatval = new CFloatValue(curtime);
-
+
// update sensors, but ... need deltatime !
for (vector<CValue*>::iterator it = m_timevalues.begin();
!(it == m_timevalues.end()); ++it)
@@ -84,7 +84,7 @@ void SCA_TimeEventManager::NextFrame(double curtime, double fixedtime)
floatval->SetFloat(newtime);
(*it)->SetValue(floatval);
}
-
+
floatval->Release();
}
}
diff --git a/source/gameengine/GameLogic/SCA_TimeEventManager.h b/source/gameengine/GameLogic/SCA_TimeEventManager.h
index 38d7e3fc4d4..723a6ee10a7 100644
--- a/source/gameengine/GameLogic/SCA_TimeEventManager.h
+++ b/source/gameengine/GameLogic/SCA_TimeEventManager.h
@@ -41,7 +41,7 @@ using namespace std;
class SCA_TimeEventManager : public SCA_EventManager
{
vector<CValue*> m_timevalues; // values that need their time updated regularly
-
+
public:
SCA_TimeEventManager(class SCA_LogicManager* logicmgr);
virtual ~SCA_TimeEventManager();
diff --git a/source/gameengine/GameLogic/SCA_XORController.cpp b/source/gameengine/GameLogic/SCA_XORController.cpp
index bb1ea822bd8..70e99a7f819 100644
--- a/source/gameengine/GameLogic/SCA_XORController.cpp
+++ b/source/gameengine/GameLogic/SCA_XORController.cpp
@@ -75,7 +75,7 @@ void SCA_XORController::Trigger(SCA_LogicManager* logicmgr)
sensorresult = true;
}
}
-
+
for (vector<SCA_IActuator*>::const_iterator i=m_linkedactuators.begin();
!(i==m_linkedactuators.end());i++)
{