[Bf-blender-cvs] [4be752a93cf] master: Cleanup: trailing space in source/gameengine/

Campbell Barton noreply at git.blender.org
Sun Jun 17 17:07:07 CEST 2018


Commit: 4be752a93cf37700668c604296f37ea08248f13b
Author: Campbell Barton
Date:   Sun Jun 17 17:01:43 2018 +0200
Branches: master
https://developer.blender.org/rB4be752a93cf37700668c604296f37ea08248f13b

Cleanup: trailing space in source/gameengine/

===================================================================

M	source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
M	source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
M	source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
M	source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
M	source/gameengine/BlenderRoutines/KX_BlenderMouseDevice.cpp
M	source/gameengine/Converter/BL_ActionActuator.cpp
M	source/gameengine/Converter/BL_ActionActuator.h
M	source/gameengine/Converter/BL_ArmatureActuator.cpp
M	source/gameengine/Converter/BL_ArmatureActuator.h
M	source/gameengine/Converter/BL_ArmatureChannel.cpp
M	source/gameengine/Converter/BL_ArmatureChannel.h
M	source/gameengine/Converter/BL_ArmatureConstraint.cpp
M	source/gameengine/Converter/BL_ArmatureConstraint.h
M	source/gameengine/Converter/BL_ArmatureObject.cpp
M	source/gameengine/Converter/BL_ArmatureObject.h
M	source/gameengine/Converter/BL_BlenderDataConversion.cpp
M	source/gameengine/Converter/BL_BlenderDataConversion.h
M	source/gameengine/Converter/BL_DeformableGameObject.cpp
M	source/gameengine/Converter/BL_DeformableGameObject.h
M	source/gameengine/Converter/BL_MeshDeformer.cpp
M	source/gameengine/Converter/BL_MeshDeformer.h
M	source/gameengine/Converter/BL_ModifierDeformer.cpp
M	source/gameengine/Converter/BL_ModifierDeformer.h
M	source/gameengine/Converter/BL_ShapeActionActuator.cpp
M	source/gameengine/Converter/BL_ShapeActionActuator.h
M	source/gameengine/Converter/BL_ShapeDeformer.cpp
M	source/gameengine/Converter/BL_ShapeDeformer.h
M	source/gameengine/Converter/BL_SkinDeformer.cpp
M	source/gameengine/Converter/BL_SkinDeformer.h
M	source/gameengine/Converter/KX_BlenderScalarInterpolator.cpp
M	source/gameengine/Converter/KX_BlenderScalarInterpolator.h
M	source/gameengine/Converter/KX_BlenderSceneConverter.cpp
M	source/gameengine/Converter/KX_BlenderSceneConverter.h
M	source/gameengine/Converter/KX_ConvertActuators.cpp
M	source/gameengine/Converter/KX_ConvertControllers.cpp
M	source/gameengine/Converter/KX_ConvertControllers.h
M	source/gameengine/Converter/KX_ConvertProperties.cpp
M	source/gameengine/Converter/KX_ConvertSensors.cpp
M	source/gameengine/Converter/KX_ConvertSensors.h
M	source/gameengine/Converter/KX_LibLoadStatus.cpp
M	source/gameengine/Converter/KX_SoftBodyDeformer.cpp
M	source/gameengine/Converter/KX_SoftBodyDeformer.h
M	source/gameengine/Expressions/EXP_BoolValue.h
M	source/gameengine/Expressions/EXP_ConstExpr.h
M	source/gameengine/Expressions/EXP_EmptyValue.h
M	source/gameengine/Expressions/EXP_ErrorValue.h
M	source/gameengine/Expressions/EXP_Expression.h
M	source/gameengine/Expressions/EXP_FloatValue.h
M	source/gameengine/Expressions/EXP_HashedPtr.h
M	source/gameengine/Expressions/EXP_IfExpr.h
M	source/gameengine/Expressions/EXP_InputParser.h
M	source/gameengine/Expressions/EXP_IntValue.h
M	source/gameengine/Expressions/EXP_ListValue.h
M	source/gameengine/Expressions/EXP_ListWrapper.h
M	source/gameengine/Expressions/EXP_Operator1Expr.h
M	source/gameengine/Expressions/EXP_Operator2Expr.h
M	source/gameengine/Expressions/EXP_PyObjectPlus.h
M	source/gameengine/Expressions/EXP_StringValue.h
M	source/gameengine/Expressions/EXP_Value.h
M	source/gameengine/Expressions/EXP_VectorValue.h
M	source/gameengine/Expressions/EXP_VoidValue.h
M	source/gameengine/Expressions/intern/BoolValue.cpp
M	source/gameengine/Expressions/intern/ConstExpr.cpp
M	source/gameengine/Expressions/intern/EmptyValue.cpp
M	source/gameengine/Expressions/intern/ErrorValue.cpp
M	source/gameengine/Expressions/intern/Expression.cpp
M	source/gameengine/Expressions/intern/FloatValue.cpp
M	source/gameengine/Expressions/intern/IdentifierExpr.cpp
M	source/gameengine/Expressions/intern/IfExpr.cpp
M	source/gameengine/Expressions/intern/InputParser.cpp
M	source/gameengine/Expressions/intern/IntValue.cpp
M	source/gameengine/Expressions/intern/ListValue.cpp
M	source/gameengine/Expressions/intern/Operator1Expr.cpp
M	source/gameengine/Expressions/intern/Operator2Expr.cpp
M	source/gameengine/Expressions/intern/PyObjectPlus.cpp
M	source/gameengine/Expressions/intern/StringValue.cpp
M	source/gameengine/Expressions/intern/Value.cpp
M	source/gameengine/Expressions/intern/VectorValue.cpp
M	source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
M	source/gameengine/GameLogic/Joystick/SCA_Joystick.h
M	source/gameengine/GameLogic/Joystick/SCA_JoystickEvents.cpp
M	source/gameengine/GameLogic/Joystick/SCA_JoystickPrivate.h
M	source/gameengine/GameLogic/SCA_ANDController.cpp
M	source/gameengine/GameLogic/SCA_ActuatorSensor.cpp
M	source/gameengine/GameLogic/SCA_ActuatorSensor.h
M	source/gameengine/GameLogic/SCA_AlwaysSensor.cpp
M	source/gameengine/GameLogic/SCA_DelaySensor.cpp
M	source/gameengine/GameLogic/SCA_DelaySensor.h
M	source/gameengine/GameLogic/SCA_EventManager.h
M	source/gameengine/GameLogic/SCA_ExpressionController.h
M	source/gameengine/GameLogic/SCA_IActuator.cpp
M	source/gameengine/GameLogic/SCA_IActuator.h
M	source/gameengine/GameLogic/SCA_IController.cpp
M	source/gameengine/GameLogic/SCA_IController.h
M	source/gameengine/GameLogic/SCA_IInputDevice.cpp
M	source/gameengine/GameLogic/SCA_IInputDevice.h
M	source/gameengine/GameLogic/SCA_ILogicBrick.cpp
M	source/gameengine/GameLogic/SCA_ILogicBrick.h
M	source/gameengine/GameLogic/SCA_IObject.cpp
M	source/gameengine/GameLogic/SCA_IObject.h
M	source/gameengine/GameLogic/SCA_IScene.cpp
M	source/gameengine/GameLogic/SCA_IScene.h
M	source/gameengine/GameLogic/SCA_ISensor.cpp
M	source/gameengine/GameLogic/SCA_ISensor.h
M	source/gameengine/GameLogic/SCA_JoystickSensor.cpp
M	source/gameengine/GameLogic/SCA_JoystickSensor.h
M	source/gameengine/GameLogic/SCA_KeyboardManager.h
M	source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
M	source/gameengine/GameLogic/SCA_KeyboardSensor.h
M	source/gameengine/GameLogic/SCA_LogicManager.cpp
M	source/gameengine/GameLogic/SCA_LogicManager.h
M	source/gameengine/GameLogic/SCA_MouseManager.cpp
M	source/gameengine/GameLogic/SCA_MouseManager.h
M	source/gameengine/GameLogic/SCA_MouseSensor.cpp
M	source/gameengine/GameLogic/SCA_MouseSensor.h
M	source/gameengine/GameLogic/SCA_NANDController.cpp
M	source/gameengine/GameLogic/SCA_NORController.cpp
M	source/gameengine/GameLogic/SCA_ORController.cpp
M	source/gameengine/GameLogic/SCA_PropertyActuator.cpp
M	source/gameengine/GameLogic/SCA_PropertyActuator.h
M	source/gameengine/GameLogic/SCA_PropertySensor.cpp
M	source/gameengine/GameLogic/SCA_PropertySensor.h
M	source/gameengine/GameLogic/SCA_PythonController.cpp
M	source/gameengine/GameLogic/SCA_PythonController.h
M	source/gameengine/GameLogic/SCA_PythonJoystick.cpp
M	source/gameengine/GameLogic/SCA_PythonKeyboard.cpp
M	source/gameengine/GameLogic/SCA_PythonMouse.cpp
M	source/gameengine/GameLogic/SCA_RandomActuator.cpp
M	source/gameengine/GameLogic/SCA_RandomActuator.h
M	source/gameengine/GameLogic/SCA_RandomNumberGenerator.cpp
M	source/gameengine/GameLogic/SCA_RandomNumberGenerator.h
M	source/gameengine/GameLogic/SCA_RandomSensor.cpp
M	source/gameengine/GameLogic/SCA_RandomSensor.h
M	source/gameengine/GameLogic/SCA_TimeEventManager.cpp
M	source/gameengine/GameLogic/SCA_TimeEventManager.h
M	source/gameengine/GameLogic/SCA_XORController.cpp
M	source/gameengine/GamePlayer/common/GPC_Canvas.cpp
M	source/gameengine/GamePlayer/common/GPC_Canvas.h
M	source/gameengine/GamePlayer/common/GPC_KeyboardDevice.cpp
M	source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h
M	source/gameengine/GamePlayer/common/GPC_MouseDevice.cpp
M	source/gameengine/GamePlayer/ghost/GPG_Application.cpp
M	source/gameengine/GamePlayer/ghost/GPG_Application.h
M	source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
M	source/gameengine/Ketsji/BL_Action.cpp
M	source/gameengine/Ketsji/BL_ActionManager.h
M	source/gameengine/Ketsji/BL_BlenderShader.cpp
M	source/gameengine/Ketsji/BL_BlenderShader.h
M	source/gameengine/Ketsji/BL_Material.cpp
M	source/gameengine/Ketsji/BL_Material.h
M	source/gameengine/Ketsji/BL_Shader.cpp
M	source/gameengine/Ketsji/BL_Texture.cpp
M	source/gameengine/Ketsji/BL_Texture.h
M	source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageActuator.h
M	source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.h
M	source/gameengine/Ketsji/KX_ArmatureSensor.h
M	source/gameengine/Ketsji/KX_BlenderMaterial.cpp
M	source/gameengine/Ketsji/KX_BlenderMaterial.h
M	source/gameengine/Ketsji/KX_Camera.cpp
M	source/gameengine/Ketsji/KX_Camera.h
M	source/gameengine/Ketsji/KX_CameraActuator.cpp
M	source/gameengine/Ketsji/KX_CameraActuator.h
M	source/gameengine/Ketsji/KX_CameraIpoSGController.cpp
M	source/gameengine/Ketsji/KX_CameraIpoSGController.h
M	source/gameengine/Ketsji/KX_CharacterWrapper.h
M	source/gameengine/Ketsji/KX_ClientObjectInfo.h
M	source/gameengine/Ketsji/KX_ConstraintActuator.cpp
M	source/gameengine/Ketsji/KX_ConstraintActuator.h
M	source/gameengine/Ketsji/KX_ConstraintWrapper.cpp
M	source/gameengine/Ketsji/KX_ConstraintWrapper.h
M	source/gameengine/Ketsji/KX_Dome.cpp
M	source/gameengine/Ketsji/KX_Dome.h
M	source/gameengine/Ketsji/KX_EmptyObject.h
M	source/gameengine/Ketsji/KX_FontObject.cpp
M	source/gameengine/Ketsji/KX_FontObject.h
M	source/gameengine/Ketsji/KX_GameActuator.cpp
M	source/gameengine/Ketsji/KX_GameActuator.h
M	source/gameengine/Ketsji/KX_GameObject.cpp
M	source/gameengine/Ketsji/KX_GameObject.h
M	source/gameengine/Ketsji/KX_IInterpolator.h
M	source/gameengine/Ketsji/KX_IPOTransform.h
M	source/gameengine/Ketsji/KX_IPO_SGController.cpp
M	source/gameengine/Ketsji/KX_IPO_SGController.h
M	source/gameengine/Ketsji/KX_IScalarInterpolator.h
M	source/gameengine/Ketsji/KX_ISceneConverter.h
M	source/gameengine/Ketsji/KX_ISystem.h
M	source/gameengine/Ketsji/KX_IpoConvert.cpp
M	source/gameengine/Ketsji/KX_KetsjiEngine.cpp
M	source/gameengine/Ketsji/KX_KetsjiEngine.h
M	source/gameengine/Ketsji/KX_Light.cpp
M	source/gameengine/Ketsji/KX_Light.h
M	source/gameengine/Ketsji/KX_LightIpoSGController.cpp
M	source/gameengine/Ketsji/KX_LightIpoSGController.h
M	source/gameengine/Ketsji/KX_MaterialIpoController.cpp
M	source/gameengine/Ketsji/KX_MaterialIpoController.h
M	source/gameengine/Ketsji/KX_MeshProxy.cpp
M	source/gameengine/Ketsji/KX_MeshProxy.h
M	source/gameengine/Ketsji/KX_MotionState.cpp
M	source/gameengine/Ketsji/KX_MouseFocusSensor.cpp
M	source/gameengine/Ketsji/KX_MouseFocusSensor.h
M	source/gameengine/Ketsji/KX_NavMeshObject.cpp
M	source/gameengine/Ketsji/KX_NavMeshObject.h
M	source/gameengine/Ketsji/KX_NearSensor.cpp
M	source/gameengine/Ketsji/KX_NearSensor.h
M	source/gameengine/Ketsji/KX_ObColorIpoSGController.cpp
M	source/gameengine/Ketsji/KX_ObColorIpoSGController.h
M	source/gameengine/Ketsji/KX_ObjectActuator.cpp
M	source/gameengine/Ketsji/KX_ObjectActuator.h
M	source/gameengine/Ketsji/KX_ObstacleSimulation.cpp
M	source/gameengine/Ketsji/KX_ObstacleSimulation.h
M	source/gameengine/Ketsji/KX_OrientationInterpolator.cpp
M	source/gameengine/Ketsji/KX_OrientationInterpolator.h
M	source/gameengine/Ketsji/KX_ParentActuator.cpp
M	source/gameengine/Ketsji/KX_ParentActuator.h
M	source/gameengine/Ketsji/KX_PositionInterpolator.h
M	source/gameengine/Ketsji/KX_PyConstraintBinding.cpp
M	source/gameengine/Ketsji/KX_PyMath.cpp
M	source/gameengine/Ketsji/KX_PyMath.h
M	source/gameengine/Ketsji/KX_PythonInit.cpp
M	source/gameengine/Ketsji/KX_PythonInitTypes.cpp
M	source/gameengine/Ketsji/KX_RadarSensor.cpp
M	source/gameengine/Ketsji/KX_RadarSensor.h
M	source/gameengine/Ketsji/KX_RayCast.cpp
M	source/gameengine/Ketsji/KX_RayCast.h
M	source/gameengine/Ketsji/KX_RaySensor.cpp
M	source/gameengine/Ketsji/KX_RaySensor.h
M	source/gameengine/Ketsji/KX_SCA_AddObjectActuator.cpp
M	source/gameengine/Ketsji/KX_SCA_AddObjectActuator.h
M	source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
M	source/gameengine/Ketsji/KX_SCA_DynamicActuator.h
M	source/gameengine/Ketsji/KX_SCA_EndObjectActuator.cpp
M	source/gameengine/Ketsji/KX_SCA_EndObjectActuator.h
M	source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.cpp
M	source/gameengine/Ketsji/KX_SCA_ReplaceMeshActuator.h
M	source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.cpp
M	source/gameengine/Ketsji/KX_SG_BoneParentNodeRelationship.h
M	source/gameengine/Ketsji/KX_SG_NodeRelationships.cpp
M	source/gameengine/Ketsji/KX_SG_NodeRelationships.h
M	source/gameengine/Ketsji/KX_ScalarInterpolator.h
M	source/gameengine/Ketsji/KX_ScalingInterpolator.h
M	source/gameengine/Ketsji/KX_Scene.cpp
M	source/gameengine/Ketsji/KX_Scene.h
M	source/gameengine/Ketsji/KX_SceneActuator.cpp
M	source/gameengine/Ketsji/KX_SceneActuator.h
M	source/gameengine/Ketsji/KX_SoundActuator.cpp
M	source/gameengine/Ketsji/KX_StateActuator.cpp
M	source/gameengine/Ketsji/KX_StateActuator.h
M	source/gameengine/Ketsji/KX_SteeringActuator.cpp
M	source/gameengine/Ketsji/KX_SteeringActuator.h
M	source/gameengine/Ketsji/KX_TimeCategoryLogger.h
M	source/gameengine/Ketsji/KX_TimeLogger.cpp
M	source/gameengine/Ketsji/KX_TouchEventManager.cpp
M	source/gameengine/Ketsji/KX_TouchEventManager.h
M	source/gameengine/Ketsji/KX_TouchSensor.cpp
M	source/gameengine/Ketsji/KX_TouchSensor.h
M	source/gameengine/Ketsji/KX_TrackToActuator.cpp
M	source/gameengine/Ketsji/KX_TrackToActuator.h
M	source/gameengine/Ketsji/KX_VehicleWrapper.cpp
M	source/gameengine/Ketsji/KX_VehicleWrapper.h
M	source/gameengine/Ketsji/KX_VertexProxy.cpp
M	source/gameengine/Ketsji/KX_VertexProxy.h
M	source/gameengine/Ketsji/KX_VisibilityActuator.cpp
M	source/gameengine/Ketsji/KX_VisibilityActuator.h
M	source/gameengine/Ketsji/KX_WorldInfo.cpp
M	source/gameengine/Ketsji/KX_WorldIpoController.cpp
M	source/gameengine/Ketsji/KX_WorldIpoController.h
M	source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp
M	source/gameengine/Network/NG_NetworkDeviceInterface.h
M	source/gameengine/Network/NG_NetworkMessage.h
M	source/gameengine/Network/NG_NetworkScene.cpp
M	source/gameengine/Physics/Bullet/CcdGraphicController.cpp
M	source/gameengine/Physics/Bullet/CcdGraphicController.h
M	source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
M	source/gameengine/Physics/Bullet/CcdPhysicsController.h
M	source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
M	source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
M	source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
M	source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
M	source/gameengine/Physics/common/PHY_DynamicTypes.h
M	source/gameengine/Physics/common/PHY_ICharacter.h
M	source/gameengine/Physics/common/PHY_IController.h
M	source/gameengine/Physics/common/PHY_IMotionState.h
M	source/gameengine/Physics/common/PHY_IPhysicsController.h
M	source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
M	source/gameengine/Physics/common/PHY_IVehicle.h
M	source/gameengine/Physics/common/PHY_Pro.h
M	source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
M	source/gameengine/Rasterizer/RAS_2DFilterManager.h
M	source/gameengine/Rasterizer/RAS_BucketManager.cpp
M	source/gameengine/Rasterizer/RAS_BucketManager.h
M	source/gameengine/Rasterizer/RAS_FramingManager.cpp
M	source/gameengine/Rasterizer/RAS_FramingManager.h
M	source/gameengine/Rasterizer/RAS_ICanvas.h
M	source/gameengine/Rasterizer/RAS_ILightObject.h
M	source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
M	source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
M	source/gameengine/Rasterizer/RAS_IRasterizer.h
M	source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
M	source/gameengine/Rasterizer/RAS_MaterialBucket.h
M	source/gameengine/Rasterizer/RAS_MeshObject.cpp
M	source/gameengine/Rasterizer/RAS_MeshObject.h
M	source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_GrayScale2DFilter.h
M	source/gameengine/Rasterizer/RAS_OpenGLFilters/RAS_Sepia2DFilter.h
M	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_ListRasterizer.cpp
M	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
M	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
M	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
M	source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageVA.cpp
M	source/gameengine/Rasterizer/RAS_Polygon.cpp
M	source/gameengine/Rasterizer/RAS_Polygon.h
M	source/gameengine/Rasterizer/RAS_Rect.h
M	source/gameengine/Rasterizer/RAS_TexVert.cpp
M	source/gameengine/Rasterizer/RAS_TexVert.h
M	source/gameengine/Rasterizer/RAS_texmatrix.cpp
M	source/gameengine/SceneGraph/SG_BBox.cpp
M	source/gameengine/SceneGraph/SG_BBox.h
M	source/gameengine/SceneGraph/SG_Controller.cpp
M	source/gameengine/SceneGraph/SG_Controller.h
M	source/gameengine/SceneGraph/SG_DList.h
M	source/gameengine/SceneGraph/SG_IObject.cpp
M	source/gameengine/SceneGraph/SG_IObject.h
M	source/gameengine/SceneGraph/SG_Node.cpp
M	source/gameengine/SceneGraph/SG_Node.h
M	source/gameengine/SceneGraph/SG_ParentRelation.h
M	source/gameengine/SceneGraph/SG_QList.h
M	source/gameengine/SceneGraph/SG_Spatial.cpp
M	source/gameengine/SceneGraph/SG_Spatial.h
M	source/gameengine/SceneGraph/SG_Tree.cpp
M	source/gameengine/SceneGraph/SG_Tree.h
M	source/gameengine/VideoTexture/BlendType.h
M	source/gameengine/VideoTexture/DeckLink.cpp
M	source/gameengine/VideoTexture/Exception.h
M	source/gameengine/VideoTexture/FilterBlueScreen.cpp
M	source/gameengine/VideoTexture/FilterBlueScreen.h
M	source/gameengine/VideoTexture/FilterColor.cpp
M	source/gameengine/VideoTexture/FilterColor.h
M	source/gameengine/VideoTexture/FilterNormal.cpp
M	source/gameengine/VideoTexture/FilterSource.cpp
M	source/gameengine/VideoTexture/FilterSource.h
M	source/gameengine/VideoTexture/ImageBase.cpp
M	source/gameengine/VideoTexture/ImageBase.h
M	source/gameengine/VideoTexture/ImageBuff.cpp
M	source/gameengine/VideoTexture/ImageMix.cpp
M	source/gameengine/VideoTexture/ImageRender.cpp
M	source/gameengine/VideoTexture/ImageViewport.cpp
M	source/gameengine/VideoTexture/PyTypeList.cpp
M	source/gameengine/VideoTexture/Texture.cpp
M	source/gameengine/VideoTexture/VideoBase.cpp
M	source/gameengine/VideoTexture/VideoDeckLink.cpp
M	source/gameengine/VideoTexture/VideoDeckLink.h
M	source/gameengine/VideoTexture/VideoFFmpeg.cpp
M	source/gameengine/VideoTexture/VideoFFmpeg.h
M	source/gameengine/VideoTexture/blendVideoTex.cpp

===================================================================

diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index 6e698166fd9..22616458b54 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -108,7 +108,7 @@ static BlendFileData *load_game_data(const char *filename)
 {
 	ReportList reports;
 	BlendFileData *bfd;
-	
+
 	BKE_reports_init(&reports, RPT_STORE);
 	bfd= BLO_read_from_file(filename, &reports, BLO_READ_SKIP_USERDEF);
 
@@ -202,13 +202,13 @@ static int BL_KetsjiPyNextFrame(void *state0)
 {
 	BL_KetsjiNextFrameState *state = (BL_KetsjiNextFrameState *) state0;
 	return BL_KetsjiNextFrame(
-		state->ketsjiengine, 
-		state->C, 
-		state->win, 
-		state->scene, 
+		state->ketsjiengine,
+		state->C,
+		state->win,
+		state->scene,
 		state->ar,
-		state->keyboarddevice, 
-		state->mousedevice, 
+		state->keyboarddevice,
+		state->mousedevice,
 		state->draw_letterbox);
 }
 #endif
@@ -246,7 +246,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 	// Acquire Python's GIL (global interpreter lock)
 	// so we can safely run Python code and API calls
 	PyGILState_STATE gilstate = PyGILState_Ensure();
-	
+
 	PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */
 #endif
 
@@ -276,14 +276,14 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 		bool restrictAnimFPS = (startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES) != 0;
 
 		short drawtype = v3d->drawtype;
-		
+
 		/* we do not support material mode in game engine, force change to texture mode */
 		if (drawtype == OB_MATERIAL) drawtype = OB_TEXTURE;
 		if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */
 
 		// create the canvas and rasterizer
 		RAS_ICanvas* canvas = new KX_BlenderCanvas(wm, win, area_rect, ar);
-		
+
 		// default mouse state set on render panel
 		if (mouse_state)
 			canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL);
@@ -316,11 +316,11 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 
 		RAS_IRasterizer::MipmapOption mipmapval = rasterizer->GetMipmapping();
 
-		
+
 		// create the inputdevices
 		KX_BlenderKeyboardDevice* keyboarddevice = new KX_BlenderKeyboardDevice();
 		KX_BlenderMouseDevice* mousedevice = new KX_BlenderMouseDevice();
-		
+
 		// create a networkdevice
 		NG_NetworkDeviceInterface* networkdevice = new
 			NG_LoopBackNetworkDeviceInterface();
@@ -328,10 +328,10 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 		//
 		// create a ketsji/blendersystem (only needed for timing and stuff)
 		KX_BlenderSystem* kxsystem = new KX_BlenderSystem();
-		
+
 		// create the ketsjiengine
 		KX_KetsjiEngine* ketsjiengine = new KX_KetsjiEngine(kxsystem);
-		
+
 		// set the devices
 		ketsjiengine->SetKeyboardDevice(keyboarddevice);
 		ketsjiengine->SetMouseDevice(mousedevice);
@@ -382,7 +382,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 		{
 			exitrequested = KX_EXIT_REQUEST_NO_REQUEST;
 			if (bfd) BLO_blendfiledata_free(bfd);
-			
+
 			char basedpath[FILE_MAX];
 			// base the actuator filename with respect
 			// to the original file working directory
@@ -396,18 +396,18 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 			// that happened to be loaded first
 			BLI_path_abs(basedpath, pathname);
 			bfd = load_game_data(basedpath);
-			
+
 			// if it wasn't loaded, try it forced relative
 			if (!bfd)
 			{
 				// just add "//" in front of it
 				char temppath[FILE_MAX] = "//";
 				BLI_strncpy(temppath + 2, basedpath, FILE_MAX - 2);
-				
+
 				BLI_path_abs(temppath, pathname);
 				bfd = load_game_data(temppath);
 			}
-			
+
 			// if we got a loaded blendfile, proceed
 			if (bfd)
 			{
@@ -435,7 +435,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 		{
 			int startFrame = scene->r.cfra;
 			ketsjiengine->SetAnimRecordMode(animation_record, startFrame);
-			
+
 			// Quad buffered needs a special window.
 			if (scene->gm.stereoflag == STEREO_ENABLED) {
 				if (scene->gm.stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
@@ -446,7 +446,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 
 			rasterizer->SetBackColor(scene->gm.framing.col);
 		}
-		
+
 		if (exitrequested != KX_EXIT_REQUEST_QUIT_GAME)
 		{
 			if (rv3d->persp != RV3D_CAMOB)
@@ -458,7 +458,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 				ketsjiengine->SetCameraOverrideClipping(v3d->near, v3d->far);
 				ketsjiengine->SetCameraOverrideLens(v3d->lens);
 			}
-			
+
 			// create a scene converter, create and convert the startingscene
 			KX_ISceneConverter* sceneconverter = new KX_BlenderSceneConverter(blenderdata, ketsjiengine);
 			ketsjiengine->SetSceneConverter(sceneconverter);
@@ -471,7 +471,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 				sceneconverter->SetGLSLMaterials(true);
 			if (scene->gm.flag & GAME_NO_MATERIAL_CACHING)
 				sceneconverter->SetCacheMaterials(false);
-					
+
 			KX_Scene* startscene = new KX_Scene(keyboarddevice,
 				mousedevice,
 				networkdevice,
@@ -509,19 +509,19 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 				    rasterizer,
 					canvas);
 				ketsjiengine->AddScene(startscene);
-				
+
 				// init the rasterizer
 				rasterizer->Init();
-				
+
 				// start the engine
 				ketsjiengine->StartEngine(true);
-				
+
 
 				// Set the animation playback rate for ipo's and actions
 				// the framerate below should patch with FPS macro defined in blendef.h
 				// Could be in StartEngine set the framerate, we need the scene to do this
 				ketsjiengine->SetAnimFrameRate(FPS);
-				
+
 #ifdef WITH_PYTHON
 				char *python_main = NULL;
 				pynextframestate.state = NULL;
@@ -545,7 +545,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 						ketsjinextframestate.keyboarddevice = keyboarddevice;
 						ketsjinextframestate.mousedevice = mousedevice;
 						ketsjinextframestate.draw_letterbox = draw_letterbox;
-			
+
 						pynextframestate.state = &ketsjinextframestate;
 						pynextframestate.func = &BL_KetsjiPyNextFrame;
 						printf("Yielding control to Python script '%s'...\n", python_main);
@@ -577,9 +577,9 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 				// inside the GameLogic dictionary when the python interpreter is finalized.
 				// which allows the scene to safely delete them :)
 				// see: (space.c)->start_game
-				
+
 				//PyDict_Clear(PyModule_GetDict(gameLogic));
-				
+
 				// Keep original items, means python plugins will autocomplete members
 				PyObject *gameLogic_keys_new = PyDict_Keys(PyModule_GetDict(gameLogic));
 				const Py_ssize_t numitems= PyList_GET_SIZE(gameLogic_keys_new);
@@ -624,7 +624,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 			// set mipmap setting back to its original value
 			rasterizer->SetMipmapping(mipmapval);
 		}
-		
+
 		// clean up some stuff
 		if (ketsjiengine)
 		{
@@ -665,9 +665,9 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
 
 		// stop all remaining playing sounds
 		AUD_Device_stopAll(BKE_sound_get_device());
-	
+
 	} while (exitrequested == KX_EXIT_REQUEST_RESTART_GAME || exitrequested == KX_EXIT_REQUEST_START_OTHER_GAME);
-	
+
 	if (bfd) BLO_blendfiledata_free(bfd);
 
 	BLI_strncpy(G.main->name, oldsce, sizeof(G.main->name));
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
index a6b2340d7b4..fdfa64cbd91 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
@@ -293,7 +293,7 @@ void KX_BlenderCanvas::SetMousePosition(int x,int y)
 	int winX = m_frame_rect.GetLeft();
 	int winY = m_frame_rect.GetBottom();
 	int winH = m_frame_rect.GetHeight();
-	
+
 	WM_cursor_warp(m_win, winX + x, winY + (winH-y));
 }
 
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
index 6f408f86551..8029360273b 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
+++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
@@ -48,7 +48,7 @@ struct wmWindow;
 struct wmWindowManager;
 
 /**
- * 2D Blender device context abstraction. 
+ * 2D Blender device context abstraction.
  * The connection from 3d rendercontext to 2d Blender surface embedding.
  */
 
@@ -63,17 +63,17 @@ private:
 
 public:
 	/* Construct a new canvas.
-	 * 
+	 *
 	 * \param area The Blender ARegion to run the game within.
 	 */
 	KX_BlenderCanvas(struct wmWindowManager *wm, struct wmWindow* win, RAS_Rect &rect, struct ARegion* ar);
 	~KX_BlenderCanvas();
 
-		void 
+		void
 	Init(
 	);
-	
-		void 
+
+		void
 	SwapBuffers(
 	);
 
@@ -89,7 +89,7 @@ public:
 
 	void GetDisplayDimensions(int &width, int &height);
 
-		void 
+		void
 	ResizeWindow(
 		int width,
 		int height
@@ -107,11 +107,11 @@ public:
 	BeginFrame(
 	);
 
-		void 
+		void
 	EndFrame(
 	);
 
-		void 
+		void
 	ClearColor(
 		float r,
 		float g,
@@ -119,16 +119,16 @@ public:
 		float a
 	);
 
-		void 
+		void
 	ClearBuffer(
 		int type
 	);
 
-		int 
+		int
 	GetWidth(
 	) const;
 
-		int 
+		int
 	GetHeight(
 	) const;
 
@@ -180,27 +180,27 @@ public:
 		const int*
 	GetViewPort();
 
-		void 
+		void
 	SetMouseState(
 		RAS_MouseState mousestate
 	);
 
-		void 
+		void
 	SetMousePosition(
 		int x,
 		int y
 	);
 
-		void 
+		void
 	MakeScreenShot(
 		const char* filename
 	);
-	
-		bool 
+
+		bool
 	BeginDraw(
 	);
 
-		void 
+		void
 	EndDraw(
 	);
 
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp b/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.cpp
index ea78d2d389e..073f91bf8c4 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderKeyboardDevice.c

@@ Diff output truncated at 10240 characters. @@



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