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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/path_texture.cpp | |
| 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 'scene/2d/path_texture.cpp')
| -rw-r--r-- | scene/2d/path_texture.cpp | 40 |
1 files changed, 18 insertions, 22 deletions
diff --git a/scene/2d/path_texture.cpp b/scene/2d/path_texture.cpp index 626928a24..60efccec3 100644 --- a/scene/2d/path_texture.cpp +++ b/scene/2d/path_texture.cpp @@ -28,65 +28,61 @@ /*************************************************************************/ #include "path_texture.h" +void PathTexture::set_begin_texture(const Ref<Texture> &p_texture) { -void PathTexture::set_begin_texture(const Ref<Texture>& p_texture) { - - begin=p_texture; + begin = p_texture; update(); } -Ref<Texture> PathTexture::get_begin_texture() const{ +Ref<Texture> PathTexture::get_begin_texture() const { return begin; } -void PathTexture::set_repeat_texture(const Ref<Texture>& p_texture){ +void PathTexture::set_repeat_texture(const Ref<Texture> &p_texture) { - repeat=p_texture; + repeat = p_texture; update(); - } -Ref<Texture> PathTexture::get_repeat_texture() const{ +Ref<Texture> PathTexture::get_repeat_texture() const { return repeat; } -void PathTexture::set_end_texture(const Ref<Texture>& p_texture){ +void PathTexture::set_end_texture(const Ref<Texture> &p_texture) { - end=p_texture; + end = p_texture; update(); } -Ref<Texture> PathTexture::get_end_texture() const{ +Ref<Texture> PathTexture::get_end_texture() const { return end; } -void PathTexture::set_subdivisions(int p_amount){ +void PathTexture::set_subdivisions(int p_amount) { - ERR_FAIL_INDEX(p_amount,32); - subdivs=p_amount; + ERR_FAIL_INDEX(p_amount, 32); + subdivs = p_amount; update(); - } -int PathTexture::get_subdivisions() const{ +int PathTexture::get_subdivisions() const { return subdivs; } -void PathTexture::set_overlap(int p_amount){ +void PathTexture::set_overlap(int p_amount) { - overlap=p_amount; + overlap = p_amount; update(); } -int PathTexture::get_overlap() const{ +int PathTexture::get_overlap() const { return overlap; } - PathTexture::PathTexture() { - overlap=0; - subdivs=1; + overlap = 0; + subdivs = 1; } |
