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author | Rémi Verschelde <rverschelde@gmail.com> | 2017-03-05 16:44:50 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2017-03-05 16:44:50 +0100 |
commit | 5dbf1809c6e3e905b94b8764e99491e608122261 (patch) | |
tree | 5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/resources/tile_set.h | |
parent | 45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff) | |
download | redot-engine-5dbf1809c6e3e905b94b8764e99491e608122261.tar.gz |
A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
Diffstat (limited to 'scene/resources/tile_set.h')
-rw-r--r-- | scene/resources/tile_set.h | 51 |
1 files changed, 24 insertions, 27 deletions
diff --git a/scene/resources/tile_set.h b/scene/resources/tile_set.h index b80889fc6f..53f68d00a5 100644 --- a/scene/resources/tile_set.h +++ b/scene/resources/tile_set.h @@ -30,14 +30,14 @@ #define TILE_SET_H #include "resource.h" -#include "scene/resources/shape_2d.h" -#include "scene/resources/texture.h" #include "scene/2d/light_occluder_2d.h" #include "scene/2d/navigation_polygon.h" +#include "scene/resources/shape_2d.h" +#include "scene/resources/texture.h" class TileSet : public Resource { - GDCLASS( TileSet, Resource ); + GDCLASS(TileSet, Resource); struct Data { @@ -55,72 +55,69 @@ class TileSet : public Resource { Color modulate; // Default modulate for back-compat - explicit Data() : modulate(1,1,1) {} + explicit Data() + : modulate(1, 1, 1) {} }; - Map<int,Data> tile_map; - + Map<int, Data> tile_map; protected: - - bool _set(const StringName& p_name, const Variant& p_value); - bool _get(const StringName& p_name,Variant &r_ret) const; - void _get_property_list( List<PropertyInfo> *p_list) const; - void _tile_set_shapes(int p_id,const Array& p_shapes); + bool _set(const StringName &p_name, const Variant &p_value); + bool _get(const StringName &p_name, Variant &r_ret) const; + void _get_property_list(List<PropertyInfo> *p_list) const; + void _tile_set_shapes(int p_id, const Array &p_shapes); Array _tile_get_shapes(int p_id) const; Array _get_tiles_ids() const; static void _bind_methods(); -public: - - +public: void create_tile(int p_id); - void tile_set_name(int p_id,const String &p_name); + void tile_set_name(int p_id, const String &p_name); String tile_get_name(int p_id) const; void tile_set_texture(int p_id, const Ref<Texture> &p_texture); Ref<Texture> tile_get_texture(int p_id) const; - void tile_set_texture_offset(int p_id,const Vector2 &p_offset); + void tile_set_texture_offset(int p_id, const Vector2 &p_offset); Vector2 tile_get_texture_offset(int p_id) const; - void tile_set_shape_offset(int p_id,const Vector2 &p_offset); + void tile_set_shape_offset(int p_id, const Vector2 &p_offset); Vector2 tile_get_shape_offset(int p_id) const; - void tile_set_region(int p_id,const Rect2 &p_region); + void tile_set_region(int p_id, const Rect2 &p_region); Rect2 tile_get_region(int p_id) const; - void tile_set_shape(int p_id,const Ref<Shape2D> &p_shape); + void tile_set_shape(int p_id, const Ref<Shape2D> &p_shape); Ref<Shape2D> tile_get_shape(int p_id) const; - void tile_set_material(int p_id,const Ref<CanvasItemMaterial> &p_material); + void tile_set_material(int p_id, const Ref<CanvasItemMaterial> &p_material); Ref<CanvasItemMaterial> tile_get_material(int p_id) const; - void tile_set_modulate(int p_id,const Color &p_color); + void tile_set_modulate(int p_id, const Color &p_color); Color tile_get_modulate(int p_id) const; - void tile_set_occluder_offset(int p_id,const Vector2& p_offset); + void tile_set_occluder_offset(int p_id, const Vector2 &p_offset); Vector2 tile_get_occluder_offset(int p_id) const; - void tile_set_light_occluder(int p_id,const Ref<OccluderPolygon2D> &p_light_occluder); + void tile_set_light_occluder(int p_id, const Ref<OccluderPolygon2D> &p_light_occluder); Ref<OccluderPolygon2D> tile_get_light_occluder(int p_id) const; - void tile_set_navigation_polygon_offset(int p_id,const Vector2& p_offset); + void tile_set_navigation_polygon_offset(int p_id, const Vector2 &p_offset); Vector2 tile_get_navigation_polygon_offset(int p_id) const; - void tile_set_navigation_polygon(int p_id,const Ref<NavigationPolygon> &p_navigation_polygon); + void tile_set_navigation_polygon(int p_id, const Ref<NavigationPolygon> &p_navigation_polygon); Ref<NavigationPolygon> tile_get_navigation_polygon(int p_id) const; - void tile_set_shapes(int p_id,const Vector<Ref<Shape2D> > &p_shapes); + void tile_set_shapes(int p_id, const Vector<Ref<Shape2D> > &p_shapes); Vector<Ref<Shape2D> > tile_get_shapes(int p_id) const; void remove_tile(int p_id); bool has_tile(int p_id) const; - int find_tile_by_name(const String& p_name) const; + int find_tile_by_name(const String &p_name) const; void get_tile_list(List<int> *p_tiles) const; void clear(); |