Tabs to spaces

Changed indenting tabs to spaces
This commit is contained in:
kompjoefriek 2015-01-29 10:40:00 +01:00
parent 0c70660551
commit 89152b2856
5 changed files with 8 additions and 8 deletions

View File

@ -111,7 +111,7 @@ void Animate3D::startWithTarget(Node *target)
auto skin = sprite->getSkeleton();
bool hasCurve = false;
for (int i = 0; i < skin->getBoneCount(); i++) {
auto bone = skin->getBoneByIndex(static_cast<unsigned int>(i));
auto bone = skin->getBoneByIndex(static_cast<unsigned int>(i));
auto curve = _animation->getBoneCurveByName(bone->getName());
if (curve)
{

View File

@ -442,7 +442,7 @@ bool Bundle3D::loadMeshDatasBinary(MeshDatas& meshdatas)
if (_version != "0.3" && _version != "0.4" && _version != "0.5")
{
//read mesh aabb
float aabb[6];
float aabb[6];
if (_binaryReader.read(aabb, 4, 6) != 6)
{
CCLOG("warning: Failed to read meshdata: aabb '%s'.", _path.c_str());
@ -695,7 +695,7 @@ bool Bundle3D::loadMeshDatasJson(MeshDatas& meshdatas)
MeshVertexAttrib tempAttrib;
meshData->attribCount=mesh_vertex_attribute.Size();
meshData->attribs.resize(meshData->attribCount);
for (rapidjson::SizeType i = 0; i < mesh_vertex_attribute.Size(); i++)
for (rapidjson::SizeType i = 0; i < mesh_vertex_attribute.Size(); i++)
{
const rapidjson::Value& mesh_vertex_attribute_val = mesh_vertex_attribute[i];
@ -1382,7 +1382,7 @@ bool Bundle3D::loadAnimationDataJson(const std::string& id, Animation3DData* ani
if(!id.empty())
{
for (rapidjson::SizeType i = 0; i < animation_data_array.Size(); i++)
for (rapidjson::SizeType i = 0; i < animation_data_array.Size(); i++)
{
if(animation_data_array[i][ID].GetString() == id)
{

View File

@ -170,7 +170,7 @@ std::string BundleReader::readString()
std::string str;
ssize_t validLength = _length - _position;
if (length > 0 && static_cast<ssize_t>(length) <= validLength)
if (length > 0 && static_cast<ssize_t>(length) <= validLength)
{
str.resize(length);
if (read(&str[0], 1, length) != length)

View File

@ -722,7 +722,7 @@ void EventFrame::setNode(cocos2d::Node* node)
void EventFrame::onEnter(Frame *nextFrame, int currentFrameIndex)
{
if (static_cast<int>(_frameIndex) < _action->getStartFrame() || static_cast<int>(_frameIndex) > _action->getEndFrame())
if (static_cast<int>(_frameIndex) < _action->getStartFrame() || static_cast<int>(_frameIndex) > _action->getEndFrame())
return;
if (currentFrameIndex >= static_cast<int>(_frameIndex))

View File

@ -137,8 +137,8 @@ void RenderQueue::clear()
void RenderQueue::saveRenderState()
{
_isDepthEnabled = glIsEnabled(GL_DEPTH_TEST) != GL_FALSE;
_isCullEnabled = glIsEnabled(GL_CULL_FACE) != GL_FALSE;
_isDepthEnabled = glIsEnabled(GL_DEPTH_TEST) != GL_FALSE;
_isCullEnabled = glIsEnabled(GL_CULL_FACE) != GL_FALSE;
glGetBooleanv(GL_DEPTH_WRITEMASK, &_isDepthWrite);
CHECK_GL_ERROR_DEBUG();