You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-16 14:00:40 +00:00
Style: Fix unnecessary semicolons that confused clang-format
This commit is contained in:
@@ -53,9 +53,9 @@ public:
|
||||
void deactivate_feed();
|
||||
};
|
||||
|
||||
CameraFeedWindows::CameraFeedWindows(){
|
||||
CameraFeedWindows::CameraFeedWindows() {
|
||||
///@TODO implement this, should store information about our available camera
|
||||
};
|
||||
}
|
||||
|
||||
CameraFeedWindows::~CameraFeedWindows() {
|
||||
// make sure we stop recording if we are!
|
||||
@@ -75,16 +75,16 @@ bool CameraFeedWindows::activate_feed() {
|
||||
///@TODO we should probably have a callback method here that is being called by the
|
||||
// camera API which provides frames and call back into the CameraServer to update our texture
|
||||
|
||||
void CameraFeedWindows::deactivate_feed(){
|
||||
void CameraFeedWindows::deactivate_feed() {
|
||||
///@TODO this should deactivate our camera and stop the process of capturing frames
|
||||
};
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// CameraWindows - Subclass for our camera server on windows
|
||||
|
||||
void CameraWindows::add_active_cameras(){
|
||||
void CameraWindows::add_active_cameras() {
|
||||
///@TODO scan through any active cameras and create CameraFeedWindows objects for them
|
||||
};
|
||||
}
|
||||
|
||||
CameraWindows::CameraWindows() {
|
||||
// Find cameras active right now
|
||||
@@ -92,7 +92,3 @@ CameraWindows::CameraWindows() {
|
||||
|
||||
// need to add something that will react to devices being connected/removed...
|
||||
};
|
||||
|
||||
CameraWindows::~CameraWindows(){
|
||||
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user