From 799165bbdf097c1bd8cdf6dcdae8b95a68b5003d Mon Sep 17 00:00:00 2001
From: Simon Oehrl <oehrl@vr.rwth-aachen.de>
Date: Tue, 21 Sep 2021 13:58:41 +0000
Subject: [PATCH] Fix whitespace error

---
 .../Public/Utility/VirtualRealityUtilities.h  | 178 +++++++++---------
 1 file changed, 89 insertions(+), 89 deletions(-)

diff --git a/Source/RWTHVRToolkit/Public/Utility/VirtualRealityUtilities.h b/Source/RWTHVRToolkit/Public/Utility/VirtualRealityUtilities.h
index 23689665..c2558282 100644
--- a/Source/RWTHVRToolkit/Public/Utility/VirtualRealityUtilities.h
+++ b/Source/RWTHVRToolkit/Public/Utility/VirtualRealityUtilities.h
@@ -1,89 +1,89 @@
-#pragma once
-
-#include "CoreMinimal.h"
-#include "Kismet/BlueprintFunctionLibrary.h"
-#include "VirtualRealityUtilities.generated.h"
-
-UENUM(BlueprintType)
-enum class ENamedClusterComponent : uint8
-{
-	/* CAVE Specific */
-	NCC_CAVE_ORIGIN UMETA(DisplayName = "CAVE Origin"),
-	NCC_CAVE_CENTER UMETA(DisplayName = "CAVE Center"),
-	NCC_CAVE_LHT UMETA(DisplayName = "CAVE Left Hand Target"),
-	NCC_CAVE_RHT UMETA(DisplayName = "CAVE Right Hand Target"),
-
-	/* ROLV Specific */
-	NCC_ROLV_ORIGIN UMETA(DisplayName = "ROLV Origin"),
-
-	/* TDW Specific */
-	NCC_TDW_ORIGIN UMETA(DisplayName = "TDW Origin"),
-	NCC_TDW_CENTER UMETA(DisplayName = "TDW Center"),
-
-	/* Non Specific */
-	NCC_CALIBRATIO UMETA(DisplayName = "Calibratio Motion to Photon Measurement Device"),
-	NCC_SHUTTERGLASSES UMETA(DisplayName = "CAVE/ROLV/TDW Shutter Glasses"),
-	NCC_FLYSTICK UMETA(DisplayName = "CAVE/ROLV/TDW Flystick"),
-	NCC_TRACKING_ORIGIN UMETA(DisplayName = "CAVE/ROLV/TDW Origin")
-};
-
-UENUM()
-enum EEyeStereoOffset
-{
-    None,
-	Left,
-	Right
-};
-
-UCLASS()
-class RWTHVRTOOLKIT_API UVirtualRealityUtilities : public UBlueprintFunctionLibrary
-{
-	GENERATED_BODY()
-
-public:
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsDesktopMode();
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsRoomMountedMode();
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsHeadMountedMode();
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsCave();
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsTdw();
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsRolv();
-
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster") static bool IsMaster();
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster") static bool IsSlave();
-
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster") static FString GetNodeName();
-	/* Distance in meters */
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster") static float GetEyeDistance();
-
-	UFUNCTION(BlueprintPure, Category = "DisplayCluster") static EEyeStereoOffset GetNodeEyeType();
-
-	//Get Component of Display Cluster by it's name, which is specified in the nDisplay config
-	UFUNCTION(BlueprintPure, BlueprintCallable, Category = "DisplayCluster") static USceneComponent* GetClusterComponent(const FString& Name);
-	UFUNCTION(BlueprintPure, BlueprintCallable, Category = "DisplayCluster") static USceneComponent* GetNamedClusterComponent(const ENamedClusterComponent& Component);
-
-	/* Load and create an Object from an asset path. This only works in the constructor */
-    template <class T>
-    static bool LoadAsset(const FString& Path, T*& Result);
-
-    /* Finds and returns a class of an asset. This only works in the constructor */
-    template <class T>
-    static bool LoadClass(const FString& Path, TSubclassOf<T>& Result);
-};
-
-template <typename T>
-bool UVirtualRealityUtilities::LoadAsset(const FString& Path, T* & Result)
-{
-	ConstructorHelpers::FObjectFinder<T> Loader(*Path);
-	Result = Loader.Object;
-	if (!Loader.Succeeded()) UE_LOG(LogTemp, Error, TEXT("Could not find %s. Have you renamed it?"), *Path);
-	return Loader.Succeeded();
-}
-
-template <typename T>
-bool UVirtualRealityUtilities::LoadClass(const FString& Path, TSubclassOf<T> & Result)
-{
-    ConstructorHelpers::FClassFinder<T> Loader(*Path);
-	Result = Loader.Class;
-	if (!Loader.Succeeded()) UE_LOG(LogTemp, Error, TEXT("Could not find %s. Have you renamed it?"), *Path);
-	return Loader.Succeeded();
-}
\ No newline at end of file
+#pragma once
+
+#include "CoreMinimal.h"
+#include "Kismet/BlueprintFunctionLibrary.h"
+#include "VirtualRealityUtilities.generated.h"
+
+UENUM(BlueprintType)
+enum class ENamedClusterComponent : uint8
+{
+	/* CAVE Specific */
+	NCC_CAVE_ORIGIN UMETA(DisplayName = "CAVE Origin"),
+	NCC_CAVE_CENTER UMETA(DisplayName = "CAVE Center"),
+	NCC_CAVE_LHT UMETA(DisplayName = "CAVE Left Hand Target"),
+	NCC_CAVE_RHT UMETA(DisplayName = "CAVE Right Hand Target"),
+
+	/* ROLV Specific */
+	NCC_ROLV_ORIGIN UMETA(DisplayName = "ROLV Origin"),
+
+	/* TDW Specific */
+	NCC_TDW_ORIGIN UMETA(DisplayName = "TDW Origin"),
+	NCC_TDW_CENTER UMETA(DisplayName = "TDW Center"),
+
+	/* Non Specific */
+	NCC_CALIBRATIO UMETA(DisplayName = "Calibratio Motion to Photon Measurement Device"),
+	NCC_SHUTTERGLASSES UMETA(DisplayName = "CAVE/ROLV/TDW Shutter Glasses"),
+	NCC_FLYSTICK UMETA(DisplayName = "CAVE/ROLV/TDW Flystick"),
+	NCC_TRACKING_ORIGIN UMETA(DisplayName = "CAVE/ROLV/TDW Origin")
+};
+
+UENUM()
+enum EEyeStereoOffset
+{
+	None,
+	Left,
+	Right
+};
+
+UCLASS()
+class RWTHVRTOOLKIT_API UVirtualRealityUtilities : public UBlueprintFunctionLibrary
+{
+	GENERATED_BODY()
+
+public:
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsDesktopMode();
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsRoomMountedMode();
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsHeadMountedMode();
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsCave();
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsTdw();
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster|Platform") static bool IsRolv();
+
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster") static bool IsMaster();
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster") static bool IsSlave();
+
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster") static FString GetNodeName();
+	/* Distance in meters */
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster") static float GetEyeDistance();
+
+	UFUNCTION(BlueprintPure, Category = "DisplayCluster") static EEyeStereoOffset GetNodeEyeType();
+
+	//Get Component of Display Cluster by it's name, which is specified in the nDisplay config
+	UFUNCTION(BlueprintPure, BlueprintCallable, Category = "DisplayCluster") static USceneComponent* GetClusterComponent(const FString& Name);
+	UFUNCTION(BlueprintPure, BlueprintCallable, Category = "DisplayCluster") static USceneComponent* GetNamedClusterComponent(const ENamedClusterComponent& Component);
+
+	/* Load and create an Object from an asset path. This only works in the constructor */
+    template <class T>
+    static bool LoadAsset(const FString& Path, T*& Result);
+
+    /* Finds and returns a class of an asset. This only works in the constructor */
+    template <class T>
+    static bool LoadClass(const FString& Path, TSubclassOf<T>& Result);
+};
+
+template <typename T>
+bool UVirtualRealityUtilities::LoadAsset(const FString& Path, T* & Result)
+{
+	ConstructorHelpers::FObjectFinder<T> Loader(*Path);
+	Result = Loader.Object;
+	if (!Loader.Succeeded()) UE_LOG(LogTemp, Error, TEXT("Could not find %s. Have you renamed it?"), *Path);
+	return Loader.Succeeded();
+}
+
+template <typename T>
+bool UVirtualRealityUtilities::LoadClass(const FString& Path, TSubclassOf<T> & Result)
+{
+    ConstructorHelpers::FClassFinder<T> Loader(*Path);
+	Result = Loader.Class;
+	if (!Loader.Succeeded()) UE_LOG(LogTemp, Error, TEXT("Could not find %s. Have you renamed it?"), *Path);
+	return Loader.Succeeded();
+}
-- 
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