From 6b4484472b79dc7ea7d1ce545a28fba7d3b7696f Mon Sep 17 00:00:00 2001 From: Eugene Sandulenko Date: Sat, 30 Jul 2005 21:11:48 +0000 Subject: Remove trailing whitespaces. svn-id: r18604 --- common/system.h | 74 ++++++++++++++++++++++++++++----------------------------- 1 file changed, 37 insertions(+), 37 deletions(-) (limited to 'common/system.h') 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; 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 -- cgit v1.2.3