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| author | Rémi Verschelde | 2017-03-05 16:44:50 +0100 |
|---|---|---|
| committer | Rémi Verschelde | 2017-03-05 16:44:50 +0100 |
| commit | 5dbf1809c6e3e905b94b8764e99491e608122261 (patch) | |
| tree | 5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/2d/particles_2d.h | |
| parent | 45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff) | |
| download | godot-5dbf180.tar.gz godot-5dbf180.tar.zst godot-5dbf180.zip | |
A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
Diffstat (limited to '')
| -rw-r--r-- | scene/2d/particles_2d.h | 54 |
1 files changed, 26 insertions, 28 deletions
diff --git a/scene/2d/particles_2d.h b/scene/2d/particles_2d.h index c6ababe3b..0cf4063ce 100644 --- a/scene/2d/particles_2d.h +++ b/scene/2d/particles_2d.h @@ -30,16 +30,15 @@ #define PARTICLES_FRAME_H #include "scene/2d/node_2d.h" -#include "scene/resources/texture.h" #include "scene/resources/color_ramp.h" +#include "scene/resources/texture.h" class Particles2D; class ParticleAttractor2D : public Node2D { - GDCLASS(ParticleAttractor2D,Node2D); + GDCLASS(ParticleAttractor2D, Node2D); - -friend class Particles2D; + friend class Particles2D; bool enabled; float radius; float disable_radius; @@ -51,12 +50,12 @@ friend class Particles2D; void _update_owner(); void _owner_exited(); - void _set_owner(Particles2D* p_owner); + void _set_owner(Particles2D *p_owner); void _notification(int p_what); static void _bind_methods(); -public: +public: void set_enabled(bool p_enabled); bool is_enabled() const; @@ -80,13 +79,11 @@ public: ParticleAttractor2D(); }; - - class Particles2D : public Node2D { GDCLASS(Particles2D, Node2D); -public: +public: enum Parameter { PARAM_DIRECTION, PARAM_SPREAD, @@ -108,7 +105,7 @@ public: }; enum { - MAX_COLOR_PHASES=4 + MAX_COLOR_PHASES = 4 }; enum ProcessMode { @@ -117,7 +114,6 @@ public: }; private: - float param[PARAM_MAX]; float randomness[PARAM_MAX]; @@ -128,7 +124,12 @@ private: float rot; float frame; uint64_t seed; - Particle() { active=false; seed=123465789; rot=0; frame=0;} + Particle() { + active = false; + seed = 123465789; + rot = 0; + frame = 0; + } }; Vector<Particle> particles; @@ -170,17 +171,15 @@ private: Ref<ColorRamp> color_ramp; void _process_particles(float p_delta); -friend class ParticleAttractor2D; + friend class ParticleAttractor2D; - Set<ParticleAttractor2D*> attractors; + Set<ParticleAttractor2D *> attractors; protected: - void _notification(int p_what); static void _bind_methods(); public: - void set_emitting(bool p_emitting); bool is_emitting() const; @@ -202,7 +201,7 @@ public: void set_emit_timeout(float p_timeout); float get_emit_timeout() const; - void set_emission_half_extents(const Vector2& p_extents); + void set_emission_half_extents(const Vector2 &p_extents); Vector2 get_emission_half_extents() const; void set_param(Parameter p_param, float p_value); @@ -220,7 +219,6 @@ public: void set_flip_v(bool p_flip); bool is_flipped_v() const; - void set_h_frames(int p_frames); int get_h_frames() const; @@ -230,31 +228,31 @@ public: void set_color_phases(int p_phases); int get_color_phases() const; - void set_color_phase_color(int p_phase,const Color& p_color); + void set_color_phase_color(int p_phase, const Color &p_color); Color get_color_phase_color(int p_phase) const; - void set_color_phase_pos(int p_phase,float p_pos); + void set_color_phase_pos(int p_phase, float p_pos); float get_color_phase_pos(int p_phase) const; - void set_texture(const Ref<Texture>& p_texture); + void set_texture(const Ref<Texture> &p_texture); Ref<Texture> get_texture() const; - void set_color(const Color& p_color); + void set_color(const Color &p_color); Color get_color() const; - void set_color_ramp(const Ref<ColorRamp>& p_texture); + void set_color_ramp(const Ref<ColorRamp> &p_texture); Ref<ColorRamp> get_color_ramp() const; - void set_emissor_offset(const Point2& p_offset); + void set_emissor_offset(const Point2 &p_offset); Point2 get_emissor_offset() const; void set_use_local_space(bool p_use); bool is_using_local_space() const; - void set_initial_velocity(const Vector2& p_velocity); + void set_initial_velocity(const Vector2 &p_velocity); Vector2 get_initial_velocity() const; - void set_emission_points(const PoolVector<Vector2>& p_points); + void set_emission_points(const PoolVector<Vector2> &p_points); PoolVector<Vector2> get_emission_points() const; void pre_process(float p_delta); @@ -263,7 +261,7 @@ public: Particles2D(); }; -VARIANT_ENUM_CAST( Particles2D::ProcessMode ); -VARIANT_ENUM_CAST( Particles2D::Parameter ); +VARIANT_ENUM_CAST(Particles2D::ProcessMode); +VARIANT_ENUM_CAST(Particles2D::Parameter); #endif // PARTICLES_FRAME_H |
