aboutsummaryrefslogtreecommitdiff
path: root/common/system.h
diff options
context:
space:
mode:
authorEugene Sandulenko2005-07-30 21:11:48 +0000
committerEugene Sandulenko2005-07-30 21:11:48 +0000
commit6b4484472b79dc7ea7d1ce545a28fba7d3b7696f (patch)
treec44c4e61f18ddd537f7082cb48869cf33d422fbd /common/system.h
parent86ab70b149e5cd00cf54f2e41896e2c4e16795e4 (diff)
downloadscummvm-rg350-6b4484472b79dc7ea7d1ce545a28fba7d3b7696f.tar.gz
scummvm-rg350-6b4484472b79dc7ea7d1ce545a28fba7d3b7696f.tar.bz2
scummvm-rg350-6b4484472b79dc7ea7d1ce545a28fba7d3b7696f.zip
Remove trailing whitespaces.
svn-id: r18604
Diffstat (limited to 'common/system.h')
-rw-r--r--common/system.h74
1 files changed, 37 insertions, 37 deletions
diff --git a/common/system.h b/common/system.h
index 4b72c3ec5f..de866efeb3 100644
--- a/common/system.h
+++ b/common/system.h
@@ -52,16 +52,16 @@ protected:
friend class Common::Singleton<SingletonBaseType>;
public:
-
+
/**
* The following method is called once, from main.cpp, after all
* config data (including command line params etc.) are fully loaded.
*/
virtual void initBackend() { }
-
+
/** @name Feature flags */
//@{
-
+
/**
* A feature in this context means an ability of the backend which can be
* either on or off. Examples include:
@@ -102,10 +102,10 @@ public:
* This flag is a bit more obscure: it gives a hint to the backend that
* the frontend code is very inefficient in doing screen updates. So
* the frontend might do a lot of fullscreen blits even though only a
- * tiny portion of the actual screen data changed. In that case, it
+ * tiny portion of the actual screen data changed. In that case, it
* might pay off for the backend to compute which parts actual changed,
* and then only mark those as dirty.
- * Implementing this is purely optional, and no harm should arise
+ * Implementing this is purely optional, and no harm should arise
* when not doing so (except for decreased speed in said frontends).
*/
kFeatureAutoComputeDirtyRects,
@@ -123,7 +123,7 @@ public:
*/
kFeatureOverlaySupportsAlpha
};
-
+
/**
* Determine whether the backend supports the specified feature.
*/
@@ -134,7 +134,7 @@ public:
* enable fullscreen mode, or to deactivate aspect correction, etc.
*/
virtual void setFeatureState(Feature f, bool enable) {}
-
+
/**
* Query the state of the specified feature. For example, test whether
* fullscreen mode is active or not.
@@ -153,19 +153,19 @@ public:
* an efficient manner. The downside of this is that it may be
* rather complicated for backend authors to fully understand and
* implement the semantics of the OSystem interface.
- *
- *
+ *
+ *
* The graphics visible to the user in the end are actually
* composed in three layers: the game graphics, the overlay
* graphics, and the mouse.
- *
+ *
* First, there are the game graphics. They are always 8bpp, and
* the methods in this section deal with them exclusively. In
* particular, the size of the game graphics is defined by a call
* to initSize(), and copyRectToScreen() blits 8bpp data into the
* game layer. Let W and H denote the width and height of the
* game graphics.
- *
+ *
* Before the user sees these graphics, they may undergo certain
* transformations; for example, the may be scaled to better fit
* on the visible screen; or aspect ratio correction may be
@@ -173,20 +173,20 @@ public:
* this, a pixel of the game graphics may occupy a region bigger
* than a single pixel on the screen. We define p_w and p_h to be
* the width resp. height of a game pixel on the screen.
- *
+ *
* In addition, there is a vertical "shake offset" (as defined by
* setShakePos) which is used in some games to provide a shaking
* effect. Note that shaking is applied to all three layers, i.e.
* also to the overlay and the mouse. We denote the shake offset
* by S.
- *
+ *
* Putting this together, a pixel (x,y) of the game graphics is
* transformed to a rectangle of height p_h and widht p_w
* appearing at position (p_w * x, p_hw * (y + S)) on the real
* screen (in addition, a backend may choose to offset
* everything, e.g. to center the graphics on the screen).
- *
- *
+ *
+ *
* The next layer is the overlay. It is composed over the game
* graphics. By default, it has exactly the same size and
* resolution as the game graphics. However, client code can
@@ -196,9 +196,9 @@ public:
* graphics. For example, if the overlay scale is 2, and the game
* graphics have a resolution of 320x200; then the overlay shall
* have a resolution of 640x400, but it still has the same
- * physical size as the game graphics.
- *
- *
+ * physical size as the game graphics.
+ *
+ *
* Finally, there is the mouse layer. This layer doesn't have to
* actually exist within the backend -- it all depends on how a
* backend chooses to implement mouse cursors, but in the default
@@ -247,7 +247,7 @@ public:
* @return a list of supported graphics modes
*/
virtual const GraphicsMode *getSupportedGraphicsModes() const = 0;
-
+
/**
* Return the ID of the 'default' graphics mode. What exactly this means
* is up to the backend. This mode is set by the client code when no user
@@ -257,7 +257,7 @@ public:
* @return the ID of the 'default' graphics mode
*/
virtual int getDefaultGraphicsMode() const = 0;
-
+
/**
* Switch to the specified graphics mode. If switching to the new mode
* failed, this method returns false.
@@ -367,7 +367,7 @@ public:
* API are probably going to remove it.
*/
virtual void setPalette(const byte *colors, uint start, uint num) = 0;
-
+
/**
* Grabs a specified part of the currently active palette.
* The format is the same as for setPalette.
@@ -397,7 +397,7 @@ public:
* @return true if all went well, false if an error occured
*/
virtual bool grabRawScreen(Graphics::Surface *surf) { return false; }
-
+
/**
* Clear the screen to black.
*/
@@ -408,7 +408,7 @@ public:
/**
* Set current shake position, a feature needed for some SCUMM screen effects.
- * The effect causes the displayed graphics to be shifted upwards by the specified
+ * The effect causes the displayed graphics to be shifted upwards by the specified
* (always positive) offset. The area at the bottom of the screen which is moved
* into view by this is filled by black. This does not cause any graphic data to
* be lost - that is, to restore the original view, the game engine only has to
@@ -429,7 +429,7 @@ public:
* @name Overlay
* In order to be able to display dialogs atop the game graphics, backends
* must provide an overlay mode.
- *
+ *
* While the game graphics are always 8 bpp, the overlay can be 8 or 16 bpp.
* Depending on which it is, OverlayColor is 8 or 16 bit.
*
@@ -437,13 +437,13 @@ public:
* the game graphics. On backends which support alpha blending, this is
* no issue; but on other systems (in particular those which only support
* 8bpp), this needs some trickery.
- *
+ *
* Essentially, we fake (alpha) blending on these systems by copying the
* game graphics into the overlay buffer, then manually compose whatever
* graphics we want to show in the overlay.
*/
//@{
-
+
/** Activate the overlay mode. */
virtual void showOverlay() = 0;
@@ -462,21 +462,21 @@ public:
* current game graphics screen into the overlay.
*/
virtual void clearOverlay() = 0;
-
+
/**
* Copy the content of the overlay into a buffer provided by the caller.
* This is only used to implement fake alpha blending.
*/
virtual void grabOverlay(OverlayColor *buf, int pitch) = 0;
-
+
/**
- * Blit a graphics buffer to the overlay.
+ * Blit a graphics buffer to the overlay.
* In a sense, this is the reverse of grabOverlay.
* @see copyRectToScreen
* @see grabOverlay
*/
virtual void copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) = 0;
-
+
/**
* Return the height of the overlay.
* @see getHeight
@@ -555,8 +555,8 @@ public:
/** Show or hide the mouse cursor. */
virtual bool showMouse(bool visible) = 0;
- /**
- * Move ("warp") the mouse cursor to the specified position in virtual
+ /**
+ * Move ("warp") the mouse cursor to the specified position in virtual
* screen coordinates.
* @param x the new x position of the mouse
* @param y the new x position of the mouse
@@ -693,7 +693,7 @@ public:
*/
int keycode;
/**
- * ASCII-value of the pressed key (if any).
+ * ASCII-value of the pressed key (if any).
* This depends on modifiers, i.e. pressing the 'A' key results in
* different values here depending on the status of shift, alt and
* caps lock.
@@ -701,7 +701,7 @@ public:
*/
uint16 ascii;
/**
- * Status of the modifier keys. Bits are set in this for each
+ * Status of the modifier keys. Bits are set in this for each
* pressed modifier
* @see KBD_CTRL, KBD_ALT, KBD_SHIFT
*/
@@ -767,7 +767,7 @@ public:
* can use dummy implementations for these methods.
*/
//@{
-
+
typedef Common::MutexRef MutexRef;
/**
@@ -851,7 +851,7 @@ public:
virtual bool pollCD() = 0;
/**
- * Start audio CD playback.
+ * Start audio CD playback.
* @param track the track to play.
* @param num_loops how often playback should be repeated (-1 = infinitely often).
* @param start_frame the frame at which playback should start (75 frames = 1 second).
@@ -909,4 +909,4 @@ public:
#define g_system (&OSystem::instance())
-#endif
+#endif