Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -10,110 +10,108 @@
#include "Gwen/Structures.h"
namespace Gwen
namespace Gwen
{
struct Font;
struct Texture;
namespace Renderer
struct Font;
struct Texture;
namespace Renderer
{
class Base;
class ICacheToTexture
{
public:
virtual void Initialize() = 0;
virtual void ShutDown() = 0;
virtual void SetupCacheTexture(Gwen::Controls::Base* control) = 0;
virtual void FinishCacheTexture(Gwen::Controls::Base* control) = 0;
virtual void DrawCachedControlTexture(Gwen::Controls::Base* control) = 0;
virtual void CreateControlCacheTexture(Gwen::Controls::Base* control) = 0;
virtual void UpdateControlCacheTexture(Gwen::Controls::Base* control) = 0;
virtual void SetRenderer(Gwen::Renderer::Base* renderer) = 0;
};
class GWEN_EXPORT Base
{
public:
Base();
virtual ~Base();
virtual void Begin(){};
virtual void End(){};
virtual void SetDrawColor(Color color){};
virtual void DrawLine(int x, int y, int a, int b){};
virtual void DrawFilledRect(Gwen::Rect rect){};
;
virtual void StartClip(){};
virtual void EndClip(){};
virtual void LoadTexture(Gwen::Texture* pTexture){};
virtual void FreeTexture(Gwen::Texture* pTexture){};
virtual void DrawTexturedRect(Gwen::Texture* pTexture, Gwen::Rect pTargetRect, float u1 = 0.0f, float v1 = 0.0f, float u2 = 1.0f, float v2 = 1.0f){};
virtual void DrawMissingImage(Gwen::Rect pTargetRect);
virtual ICacheToTexture* GetCTT() { return NULL; }
virtual void LoadFont(Gwen::Font* pFont){};
virtual void FreeFont(Gwen::Font* pFont){};
virtual void RenderText(Gwen::Font* pFont, Gwen::Point pos, const Gwen::UnicodeString& text);
virtual Gwen::Point MeasureText(Gwen::Font* pFont, const Gwen::UnicodeString& text);
//
// No need to implement these functions in your derived class, but if
// you can do them faster than the default implementation it's a good idea to.
//
virtual void DrawLinedRect(Gwen::Rect rect);
virtual void DrawPixel(int x, int y);
virtual void DrawShavedCornerRect(Gwen::Rect rect, bool bSlight = false);
virtual Gwen::Point MeasureText(Gwen::Font* pFont, const Gwen::String& text);
virtual void RenderText(Gwen::Font* pFont, Gwen::Point pos, const Gwen::String& text);
virtual void Resize(int width, int height) = 0;
public:
//
// Translate a panel's local drawing coordinate
// into view space, taking Offset's into account.
//
void Translate(int& x, int& y);
void Translate(Gwen::Rect& rect);
//
// Set the rendering offset. You shouldn't have to
// touch these, ever.
//
void SetRenderOffset(const Gwen::Point& offset) { m_RenderOffset = offset; }
void AddRenderOffset(const Gwen::Rect& offset)
{
class Base;
class ICacheToTexture
{
public:
virtual void Initialize() = 0;
virtual void ShutDown() = 0;
virtual void SetupCacheTexture( Gwen::Controls::Base* control ) = 0;
virtual void FinishCacheTexture( Gwen::Controls::Base* control ) = 0;
virtual void DrawCachedControlTexture( Gwen::Controls::Base* control ) = 0;
virtual void CreateControlCacheTexture( Gwen::Controls::Base* control ) = 0;
virtual void UpdateControlCacheTexture( Gwen::Controls::Base* control ) = 0;
virtual void SetRenderer( Gwen::Renderer::Base* renderer ) = 0;
};
class GWEN_EXPORT Base
{
public:
Base();
virtual ~Base();
virtual void Begin(){};
virtual void End(){};
virtual void SetDrawColor( Color color ){};
virtual void DrawLine( int x, int y, int a, int b ){};
virtual void DrawFilledRect( Gwen::Rect rect ){};;
virtual void StartClip(){};
virtual void EndClip(){};
virtual void LoadTexture( Gwen::Texture* pTexture ){};
virtual void FreeTexture( Gwen::Texture* pTexture ){};
virtual void DrawTexturedRect( Gwen::Texture* pTexture, Gwen::Rect pTargetRect, float u1=0.0f, float v1=0.0f, float u2=1.0f, float v2=1.0f ){};
virtual void DrawMissingImage( Gwen::Rect pTargetRect );
virtual ICacheToTexture* GetCTT() { return NULL; }
virtual void LoadFont( Gwen::Font* pFont ){};
virtual void FreeFont( Gwen::Font* pFont ){};
virtual void RenderText( Gwen::Font* pFont, Gwen::Point pos, const Gwen::UnicodeString& text );
virtual Gwen::Point MeasureText( Gwen::Font* pFont, const Gwen::UnicodeString& text );
//
// No need to implement these functions in your derived class, but if
// you can do them faster than the default implementation it's a good idea to.
//
virtual void DrawLinedRect( Gwen::Rect rect );
virtual void DrawPixel( int x, int y );
virtual void DrawShavedCornerRect( Gwen::Rect rect, bool bSlight = false );
virtual Gwen::Point MeasureText( Gwen::Font* pFont, const Gwen::String& text );
virtual void RenderText( Gwen::Font* pFont, Gwen::Point pos, const Gwen::String& text );
virtual void Resize(int width, int height)=0;
public:
//
// Translate a panel's local drawing coordinate
// into view space, taking Offset's into account.
//
void Translate( int& x, int& y );
void Translate( Gwen::Rect& rect );
//
// Set the rendering offset. You shouldn't have to
// touch these, ever.
//
void SetRenderOffset( const Gwen::Point& offset ){ m_RenderOffset = offset; }
void AddRenderOffset( const Gwen::Rect& offset ){ m_RenderOffset.x += offset.x; m_RenderOffset.y += offset.y; }
const Gwen::Point& GetRenderOffset() const { return m_RenderOffset; }
private:
Gwen::Point m_RenderOffset;
public:
void SetClipRegion( Gwen::Rect rect );
void AddClipRegion( Gwen::Rect rect );
bool ClipRegionVisible();
const Gwen::Rect& ClipRegion() const;
private:
Gwen::Rect m_rectClipRegion;
public:
void SetScale( float fScale ){ m_fScale = fScale; }
float Scale() const { return m_fScale; }
float m_fScale;
};
m_RenderOffset.x += offset.x;
m_RenderOffset.y += offset.y;
}
}
const Gwen::Point& GetRenderOffset() const { return m_RenderOffset; }
private:
Gwen::Point m_RenderOffset;
public:
void SetClipRegion(Gwen::Rect rect);
void AddClipRegion(Gwen::Rect rect);
bool ClipRegionVisible();
const Gwen::Rect& ClipRegion() const;
private:
Gwen::Rect m_rectClipRegion;
public:
void SetScale(float fScale) { m_fScale = fScale; }
float Scale() const { return m_fScale; }
float m_fScale;
};
} // namespace Renderer
} // namespace Gwen
#endif