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

@@ -13,66 +13,63 @@
#include "Gwen/BaseRender.h"
#include "Gwen/Texture.h"
namespace Gwen
namespace Gwen
{
namespace Controls
namespace Controls
{
class GWEN_EXPORT ImagePanel : public Controls::Base
{
public:
GWEN_CONTROL_INLINE(ImagePanel, Controls::Base)
{
class GWEN_EXPORT ImagePanel : public Controls::Base
{
public:
GWEN_CONTROL_INLINE( ImagePanel, Controls::Base )
{
SetUV( 0, 0, 1, 1 );
SetMouseInputEnabled( false );
m_DrawColor = Colors::White;
}
virtual ~ImagePanel()
{
m_Texture.Release( GetSkin()->GetRender() );
}
virtual void SetUV( float u1, float v1, float u2, float v2 )
{
m_uv[0] = u1;
m_uv[1] = v1;
m_uv[2] = u2;
m_uv[3] = v2;
}
virtual void SetImage( const TextObject& imageName )
{
m_Texture.Load( imageName, GetSkin()->GetRender() );
}
virtual const TextObject& GetImageName()
{
return m_Texture.name;
}
virtual void Render( Skin::Base* skin )
{
skin->GetRender()->SetDrawColor( m_DrawColor );
skin->GetRender()->DrawTexturedRect( &m_Texture, GetRenderBounds(), m_uv[0], m_uv[1], m_uv[2], m_uv[3] );
}
virtual void SizeToContents()
{
SetSize( m_Texture.width, m_Texture.height );
}
virtual void SetDrawColor( Gwen::Color& color )
{
m_DrawColor = color;
}
Texture m_Texture;
float m_uv[4];
Gwen::Color m_DrawColor;
};
SetUV(0, 0, 1, 1);
SetMouseInputEnabled(false);
m_DrawColor = Colors::White;
}
}
virtual ~ImagePanel()
{
m_Texture.Release(GetSkin()->GetRender());
}
virtual void SetUV(float u1, float v1, float u2, float v2)
{
m_uv[0] = u1;
m_uv[1] = v1;
m_uv[2] = u2;
m_uv[3] = v2;
}
virtual void SetImage(const TextObject& imageName)
{
m_Texture.Load(imageName, GetSkin()->GetRender());
}
virtual const TextObject& GetImageName()
{
return m_Texture.name;
}
virtual void Render(Skin::Base* skin)
{
skin->GetRender()->SetDrawColor(m_DrawColor);
skin->GetRender()->DrawTexturedRect(&m_Texture, GetRenderBounds(), m_uv[0], m_uv[1], m_uv[2], m_uv[3]);
}
virtual void SizeToContents()
{
SetSize(m_Texture.width, m_Texture.height);
}
virtual void SetDrawColor(Gwen::Color& color)
{
m_DrawColor = color;
}
Texture m_Texture;
float m_uv[4];
Gwen::Color m_DrawColor;
};
} // namespace Controls
} // namespace Gwen
#endif