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authorRay <raysan5@gmail.com>2016-03-03 13:24:56 +0100
committerRay <raysan5@gmail.com>2016-03-03 13:24:56 +0100
commitdcbf2a0e0c904870ac3ac59a3623a3954ab0243f (patch)
treedd266dc2b15acac3c8376ad7e0291228d0299a57 /src
parentfffbf48dec317d55262de62f8bab757a31d0eebd (diff)
downloadraylib-dcbf2a0e0c904870ac3ac59a3623a3954ab0243f.tar.gz
raylib-dcbf2a0e0c904870ac3ac59a3623a3954ab0243f.zip
Replaced tabs by spaces
Diffstat (limited to 'src')
-rw-r--r--src/core.c12
-rw-r--r--src/raylib.h2
2 files changed, 7 insertions, 7 deletions
diff --git a/src/core.c b/src/core.c
index 1589439e..259e1f29 100644
--- a/src/core.c
+++ b/src/core.c
@@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
-
- // Gesture data is sent to gestures system for processing
+
+ // Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
@@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
// TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display
- /*
+ /*
if (assetsReloadRequired)
{
for (int i = 0; i < assetsCount; i++)
@@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg)
const int joystickAxisY = 1;
// Read gamepad event
- struct js_event gamepadEvent;
+ struct js_event gamepadEvent;
- while (1)
+ while (1)
{
if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{
@@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg)
*/
}
}
- }
+ }
return NULL;
}
diff --git a/src/raylib.h b/src/raylib.h
index f8f1683e..00afb4f3 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -385,7 +385,7 @@ typedef struct Model {
Matrix transform;
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
Shader shader;
- //Material material;
+ //Material material;
} Model;
// Ray type (useful for raycast)