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:
@@ -12,79 +12,75 @@
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#include "Gwen/Controls/Base.h"
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#include "Gwen/Controls/Label.h"
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namespace Gwen
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namespace Gwen
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{
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namespace Controls
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namespace Controls
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{
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class ImagePanel;
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class GWEN_EXPORT Button : public Label
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{
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public:
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GWEN_CONTROL(Button, Label);
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virtual void Render(Skin::Base* skin);
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virtual void OnMouseClickLeft(int x, int y, bool bDown);
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virtual void OnMouseDoubleClickLeft(int x, int y);
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virtual bool OnKeySpace(bool bDown);
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virtual void OnPress();
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virtual void AcceleratePressed();
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virtual bool IsDepressed() const { return m_bDepressed; }
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//
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// Buttons can be toggle type, which means that it is
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// toggled on and off. Its toggle status is in IsDepressed.
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//
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virtual void SetIsToggle(bool b) { m_bToggle = b; }
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virtual bool IsToggle() const { return m_bToggle; }
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virtual bool GetToggleState() const { return m_bToggleStatus; }
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virtual void SetToggleState(bool b);
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virtual void Toggle() { SetToggleState(!GetToggleState()); }
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virtual void SetImage(const TextObject& strName, bool bCenter = false);
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// You can use this to trigger OnPress directly from other controls using GWEN_CALL_EX
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virtual void ReceiveEventPress(Base* /*pControl*/)
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{
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class ImagePanel;
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class GWEN_EXPORT Button : public Label
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{
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public:
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GWEN_CONTROL( Button, Label );
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virtual void Render( Skin::Base* skin );
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virtual void OnMouseClickLeft( int x, int y, bool bDown );
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virtual void OnMouseDoubleClickLeft( int x, int y );
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virtual bool OnKeySpace( bool bDown );
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virtual void OnPress();
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virtual void AcceleratePressed();
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virtual bool IsDepressed() const { return m_bDepressed; }
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//
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// Buttons can be toggle type, which means that it is
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// toggled on and off. Its toggle status is in IsDepressed.
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//
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virtual void SetIsToggle( bool b ){ m_bToggle = b; }
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virtual bool IsToggle() const { return m_bToggle; }
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virtual bool GetToggleState() const { return m_bToggleStatus; }
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virtual void SetToggleState( bool b );
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virtual void Toggle(){ SetToggleState( !GetToggleState() ); }
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virtual void SetImage( const TextObject& strName, bool bCenter = false );
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// You can use this to trigger OnPress directly from other controls using GWEN_CALL_EX
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virtual void ReceiveEventPress( Base* /*pControl*/ )
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{
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OnPress();
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}
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virtual void SizeToContents();
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virtual void Layout( Skin::Base* pSkin );
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virtual bool OnKeyReturn(bool bDown)
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{
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onKeyboardReturn.Call(this);
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return true;
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}
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public:
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Gwen::Event::Caller onPress;
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Gwen::Event::Caller onDown;
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Gwen::Event::Caller onUp;
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Gwen::Event::Caller onDoubleClick;
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Gwen::Event::Caller onKeyboardReturn;
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Gwen::Event::Caller onToggle;
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Gwen::Event::Caller onToggleOn;
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Gwen::Event::Caller onToggleOff;
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protected:
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ImagePanel* m_Image;
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bool m_bDepressed;
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bool m_bToggle;
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bool m_bToggleStatus;
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bool m_bCenterImage;
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};
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OnPress();
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}
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}
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virtual void SizeToContents();
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virtual void Layout(Skin::Base* pSkin);
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virtual bool OnKeyReturn(bool bDown)
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{
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onKeyboardReturn.Call(this);
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return true;
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}
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public:
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Gwen::Event::Caller onPress;
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Gwen::Event::Caller onDown;
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Gwen::Event::Caller onUp;
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Gwen::Event::Caller onDoubleClick;
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Gwen::Event::Caller onKeyboardReturn;
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Gwen::Event::Caller onToggle;
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Gwen::Event::Caller onToggleOn;
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Gwen::Event::Caller onToggleOff;
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protected:
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ImagePanel* m_Image;
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bool m_bDepressed;
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bool m_bToggle;
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bool m_bToggleStatus;
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bool m_bCenterImage;
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};
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} // namespace Controls
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} // namespace Gwen
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#endif
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