aboutsummaryrefslogtreecommitdiff
path: root/scene/2d/path_texture.h
diff options
context:
space:
mode:
authorRémi Verschelde2017-03-05 16:44:50 +0100
committerRémi Verschelde2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/2d/path_texture.h
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
downloadgodot-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.h10
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);