No changes whatsoever, just remove trailing whitespace.

There are no real changes in this commit but it removes all trailing white
space from our source files. This avoids problems when applying patches and
making diffs and it would be nice to prevent it from reappearing.

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@65680 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Vadim Zeitlin
2010-09-30 11:44:45 +00:00
parent 6255fac96f
commit ce00f59b5b
155 changed files with 708 additions and 708 deletions

View File

@@ -59,7 +59,7 @@ bool wxGLCanvasBase::SetCurrent(const wxGLContext& context) const
// that SetCurrent() can only be called for a shown window, so check for it
wxASSERT_MSG( IsShownOnScreen(), wxT("can't make hidden GL canvas current") );
return context.SetCurrent(*static_cast<const wxGLCanvas *>(this));
}
@@ -70,14 +70,14 @@ bool wxGLCanvasBase::SetColour(const wxString& colour)
return false;
#ifdef wxHAS_OPENGL_ES
wxGLAPI::glColor3f((GLfloat) (col.Red() / 256.), (GLfloat) (col.Green() / 256.),
wxGLAPI::glColor3f((GLfloat) (col.Red() / 256.), (GLfloat) (col.Green() / 256.),
(GLfloat) (col.Blue() / 256.));
#else
GLboolean isRGBA;
glGetBooleanv(GL_RGBA_MODE, &isRGBA);
if ( isRGBA )
{
glColor3f((GLfloat) (col.Red() / 256.), (GLfloat) (col.Green() / 256.),
glColor3f((GLfloat) (col.Red() / 256.), (GLfloat) (col.Green() / 256.),
(GLfloat) (col.Blue() / 256.));
}
else // indexed colour
@@ -184,7 +184,7 @@ bool SetState( int flag, bool desired )
if ( desired )
glEnableClientState(flag);
else
glDisableClientState(flag);
glDisableClientState(flag);
}
return former;
}
@@ -194,7 +194,7 @@ void RestoreState( int flag, bool desired )
if ( desired )
glEnableClientState(flag);
else
glDisableClientState(flag);
glDisableClientState(flag);
}
#endif
@@ -209,7 +209,7 @@ wxGLAPI::~wxGLAPI()
{
}
void wxGLAPI::glFrustum(GLfloat left, GLfloat right, GLfloat bottom,
void wxGLAPI::glFrustum(GLfloat left, GLfloat right, GLfloat bottom,
GLfloat top, GLfloat zNear, GLfloat zFar)
{
#if wxUSE_OPENGL_EMULATION
@@ -226,12 +226,12 @@ void wxGLAPI::glBegin(GLenum mode)
{
wxFAIL_MSG("nested glBegin");
}
s_mode = mode;
s_texCoordsUsed = false;
s_colorsUsed = false;
s_normalsUsed = false;
s_texCoords.clear();
s_normals.clear();
s_colors.clear();
@@ -248,7 +248,7 @@ void wxGLAPI::glTexCoord2f(GLfloat s, GLfloat t)
{
wxFAIL_MSG("glTexCoord2f called outside glBegin/glEnd");
}
else
{
s_texCoordsUsed = true;
@@ -271,16 +271,16 @@ void wxGLAPI::glVertex3f(GLfloat x, GLfloat y, GLfloat z)
{
s_texCoords.push_back(s_currentTexCoord[0]);
s_texCoords.push_back(s_currentTexCoord[1]);
s_normals.push_back(s_currentNormal[0]);
s_normals.push_back(s_currentNormal[1]);
s_normals.push_back(s_currentNormal[2]);
s_colors.push_back(s_currentColor[0]);
s_colors.push_back(s_currentColor[1]);
s_colors.push_back(s_currentColor[2]);
s_colors.push_back(s_currentColor[3]);
s_vertices.push_back(x);
s_vertices.push_back(y);
s_vertices.push_back(z);
@@ -298,9 +298,9 @@ void wxGLAPI::glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
else
{
s_normalsUsed = true;
s_currentNormal[0] = nx;
s_currentNormal[1] = ny;
s_currentNormal[2] = nz;
s_currentNormal[0] = nx;
s_currentNormal[1] = ny;
s_currentNormal[2] = nz;
}
#else
::glNormal3f(nx,ny,nz);
@@ -328,7 +328,7 @@ void wxGLAPI::glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
void wxGLAPI::glColor3f(GLfloat r, GLfloat g, GLfloat b)
{
#if wxUSE_OPENGL_EMULATION
glColor4f(r,g,b,1.0);
glColor4f(r,g,b,1.0);
#else
::glColor3f(r,g,b);
#endif
@@ -341,34 +341,34 @@ void wxGLAPI::glEnd()
bool formerNormals = SetState( GL_NORMAL_ARRAY, s_normalsUsed );
bool formerTexCoords = SetState( GL_TEXTURE_COORD_ARRAY, s_texCoordsUsed );
bool formerVertex = glIsEnabled(GL_VERTEX_ARRAY);
if( !formerVertex )
glEnableClientState(GL_VERTEX_ARRAY);
if ( s_colorsUsed )
glColorPointer( 4, GL_FLOAT, 0, &s_colors[0] );
if ( s_normalsUsed )
glNormalPointer( GL_FLOAT, 0, &s_normals[0] );
if ( s_texCoordsUsed )
glTexCoordPointer( 2, GL_FLOAT, 0, &s_texCoords[0] );
glVertexPointer(3, GL_FLOAT, 0, &s_vertices[0]);
glDrawArrays( s_mode, 0, s_vertices.size() / 3 );
if ( s_colorsUsed != formerColors )
RestoreState( GL_COLOR_ARRAY, formerColors );
if ( s_normalsUsed != formerNormals )
RestoreState( GL_NORMAL_ARRAY, formerColors );
if ( s_texCoordsUsed != formerTexCoords )
RestoreState( GL_TEXTURE_COORD_ARRAY, formerColors );
if( !formerVertex )
glDisableClientState(GL_VERTEX_ARRAY);
s_mode = 0xFF;
#else
::glEnd();