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
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@@ -4,72 +4,68 @@ using namespace Gwen;
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class Button : public GUnit
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{
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public:
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GWEN_CONTROL_INLINE( Button, GUnit )
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public:
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GWEN_CONTROL_INLINE(Button, GUnit)
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{
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// Normal button
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Controls::Button* pButtonA = new Controls::Button( this );
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pButtonA->SetText( L"Event Tester" );
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pButtonA->onPress.Add( this, &Button::onButtonA );
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// Normal button
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Controls::Button* pButtonA = new Controls::Button(this);
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pButtonA->SetText(L"Event Tester");
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pButtonA->onPress.Add(this, &Button::onButtonA);
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{
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Controls::Button* pButtonA = new Controls::Button( this );
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pButtonA->SetBounds( 200, 30, 300, 200 );
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pButtonA->SetText( L"Event Tester" );
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pButtonA->onPress.Add( this, &Button::onButtonA );
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}
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{
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Controls::Button* pButtonA = new Controls::Button(this);
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pButtonA->SetBounds(200, 30, 300, 200);
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pButtonA->SetText(L"Event Tester");
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pButtonA->onPress.Add(this, &Button::onButtonA);
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}
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// Unicode test
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Controls::Button* pButtonB = new Controls::Button( this );
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pButtonB->SetText( L"\u0417\u0430\u043C\u0435\u0436\u043D\u0430\u044F \u043C\u043E\u0432\u0430" );
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Gwen::Align::PlaceBelow( pButtonB, pButtonA, 10 );
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// Unicode test
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Controls::Button* pButtonB = new Controls::Button(this);
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pButtonB->SetText(L"\u0417\u0430\u043C\u0435\u0436\u043D\u0430\u044F \u043C\u043E\u0432\u0430");
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Gwen::Align::PlaceBelow(pButtonB, pButtonA, 10);
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// Image with text
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Controls::Button* pButtonC = new Controls::Button( this );
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pButtonC->SetText( L"Image Button" );
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pButtonC->SetImage( L"test16.png" );
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Gwen::Align::PlaceBelow( pButtonC, pButtonB, 10 );
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// Image with text
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Controls::Button* pButtonC = new Controls::Button(this);
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pButtonC->SetText(L"Image Button");
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pButtonC->SetImage(L"test16.png");
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Gwen::Align::PlaceBelow(pButtonC, pButtonB, 10);
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// Just image
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Controls::Button* pButtonD = new Controls::Button( this );
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pButtonD->SetText( L"" );
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pButtonD->SetImage( L"test16.png" );
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pButtonD->SetSize( 20, 20 );
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Gwen::Align::PlaceBelow( pButtonD, pButtonC, 10 );
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// Just image
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Controls::Button* pButtonD = new Controls::Button(this);
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pButtonD->SetText(L"");
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pButtonD->SetImage(L"test16.png");
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pButtonD->SetSize(20, 20);
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Gwen::Align::PlaceBelow(pButtonD, pButtonC, 10);
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// Toggle button
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Controls::Button* pButtonE = new Controls::Button( this );
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pButtonE->SetText( L"Toggle Me" );
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pButtonE->SetIsToggle( true );
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pButtonE->onToggle.Add( this, &Button::OnToggle );
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pButtonE->onToggleOn.Add( this, &Button::OnToggleOn );
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pButtonE->onToggleOff.Add( this, &Button::OnToggleOff );
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Gwen::Align::PlaceBelow( pButtonE, pButtonD, 10 );
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// Toggle button
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Controls::Button* pButtonE = new Controls::Button(this);
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pButtonE->SetText(L"Toggle Me");
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pButtonE->SetIsToggle(true);
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pButtonE->onToggle.Add(this, &Button::OnToggle);
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pButtonE->onToggleOn.Add(this, &Button::OnToggleOn);
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pButtonE->onToggleOff.Add(this, &Button::OnToggleOff);
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Gwen::Align::PlaceBelow(pButtonE, pButtonD, 10);
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}
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void onButtonA( Controls::Base* pControl )
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void onButtonA(Controls::Base* pControl)
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{
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UnitPrint( L"Button Pressed (using 'OnPress' event)" );
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UnitPrint(L"Button Pressed (using 'OnPress' event)");
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}
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void OnToggle( Controls::Base* pControl )
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void OnToggle(Controls::Base* pControl)
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{
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UnitPrint( L"Button Toggled (using 'OnToggle' event)" );
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UnitPrint(L"Button Toggled (using 'OnToggle' event)");
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}
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void OnToggleOn( Controls::Base* pControl )
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void OnToggleOn(Controls::Base* pControl)
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{
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UnitPrint( L"Button Toggled ON (using 'OnToggleOn' event)" );
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UnitPrint(L"Button Toggled ON (using 'OnToggleOn' event)");
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}
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void OnToggleOff( Controls::Base* pControl )
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void OnToggleOff(Controls::Base* pControl)
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{
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UnitPrint( L"Button Toggled Off (using 'OnToggleOff' event)" );
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UnitPrint(L"Button Toggled Off (using 'OnToggleOff' event)");
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}
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};
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DEFINE_UNIT_TEST( Button, L"Button" );
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DEFINE_UNIT_TEST(Button, L"Button");
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