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mirror of https://github.com/godotengine/godot.git synced 2025-11-22 15:06:45 +00:00

Bring that Whole New World to the Old Continent too

Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
This commit is contained in:
Rémi Verschelde
2017-03-19 00:36:26 +01:00
parent 1d418afe86
commit f8db8a3faa
1308 changed files with 147754 additions and 174357 deletions

View File

@@ -29,8 +29,8 @@
#ifndef COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
#define COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/collision_shape_2d.h"
@@ -50,10 +50,10 @@ class CollisionShape2DEditor : public Control {
SEGMENT_SHAPE
};
EditorNode* editor;
UndoRedo* undo_redo;
CanvasItemEditor* canvas_item_editor;
CollisionShape2D* node;
EditorNode *editor;
UndoRedo *undo_redo;
CanvasItemEditor *canvas_item_editor;
CollisionShape2D *node;
Vector<Point2> handles;
@@ -63,8 +63,8 @@ class CollisionShape2DEditor : public Control {
Variant original;
Variant get_handle_value(int idx) const;
void set_handle(int idx, Point2& p_point);
void commit_handle(int idx, Variant& p_org);
void set_handle(int idx, Point2 &p_point);
void commit_handle(int idx, Variant &p_org);
void _get_current_shape_type();
void _canvas_draw();
@@ -73,28 +73,28 @@ protected:
static void _bind_methods();
public:
bool forward_input_event(const InputEvent& p_event);
void edit(Node* p_node);
bool forward_input_event(const InputEvent &p_event);
void edit(Node *p_node);
CollisionShape2DEditor(EditorNode* p_editor);
CollisionShape2DEditor(EditorNode *p_editor);
};
class CollisionShape2DEditorPlugin : public EditorPlugin {
OBJ_TYPE(CollisionShape2DEditorPlugin, EditorPlugin);
CollisionShape2DEditor* collision_shape_2d_editor;
EditorNode* editor;
CollisionShape2DEditor *collision_shape_2d_editor;
EditorNode *editor;
public:
virtual bool forward_input_event(const InputEvent& p_event) { return collision_shape_2d_editor->forward_input_event(p_event); }
virtual bool forward_input_event(const InputEvent &p_event) { return collision_shape_2d_editor->forward_input_event(p_event); }
virtual String get_name() const { return "CollisionShape2D"; }
bool has_main_screen() const { return false; }
virtual void edit(Object* p_obj);
virtual bool handles(Object* p_obj) const;
virtual void edit(Object *p_obj);
virtual bool handles(Object *p_obj) const;
virtual void make_visible(bool visible);
CollisionShape2DEditorPlugin(EditorNode* p_editor);
CollisionShape2DEditorPlugin(EditorNode *p_editor);
~CollisionShape2DEditorPlugin();
};