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authorRémi Verschelde2017-03-05 16:44:50 +0100
committerRémi Verschelde2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/2d/path_texture.cpp
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
downloadgodot-5dbf180.tar.gz
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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.cpp40
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;
}