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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.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 'scene/2d/path_texture.h')
| -rw-r--r-- | scene/2d/path_texture.h | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/scene/2d/path_texture.h b/scene/2d/path_texture.h index cc502a2fa..8d5adc49c 100644 --- a/scene/2d/path_texture.h +++ b/scene/2d/path_texture.h @@ -32,22 +32,22 @@ #include "scene/2d/node_2d.h" class PathTexture : public Node2D { - GDCLASS( PathTexture, Node2D ); + GDCLASS(PathTexture, Node2D); Ref<Texture> begin; Ref<Texture> repeat; Ref<Texture> end; int subdivs; bool overlap; -public: - void set_begin_texture(const Ref<Texture>& p_texture); +public: + void set_begin_texture(const Ref<Texture> &p_texture); Ref<Texture> get_begin_texture() const; - void set_repeat_texture(const Ref<Texture>& p_texture); + void set_repeat_texture(const Ref<Texture> &p_texture); Ref<Texture> get_repeat_texture() const; - void set_end_texture(const Ref<Texture>& p_texture); + void set_end_texture(const Ref<Texture> &p_texture); Ref<Texture> get_end_texture() const; void set_subdivisions(int p_amount); |
