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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/gui/button_array.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/gui/button_array.h')
| -rw-r--r-- | scene/gui/button_array.h | 46 |
1 files changed, 22 insertions, 24 deletions
diff --git a/scene/gui/button_array.h b/scene/gui/button_array.h index 4865ef037..dac130e79 100644 --- a/scene/gui/button_array.h +++ b/scene/gui/button_array.h @@ -34,6 +34,7 @@ class ButtonArray : public Control { GDCLASS(ButtonArray, Control); + public: enum Align { ALIGN_BEGIN, @@ -42,8 +43,8 @@ public: ALIGN_FILL, ALIGN_EXPAND_FILL }; -private: +private: Orientation orientation; Align align; @@ -64,19 +65,17 @@ private: double min_button_size; Vector<Button> buttons; -protected: - bool _set(const StringName& p_name, const Variant& p_value); - bool _get(const StringName& p_name,Variant &r_ret) const; - void _get_property_list( List<PropertyInfo> *p_list) const; +protected: + bool _set(const StringName &p_name, const Variant &p_value); + bool _get(const StringName &p_name, Variant &r_ret) const; + void _get_property_list(List<PropertyInfo> *p_list) const; void _notification(int p_what); static void _bind_methods(); public: - - void _gui_input(const InputEvent& p_event); - + void _gui_input(const InputEvent &p_event); void set_align(Align p_align); Align get_align() const; @@ -84,13 +83,12 @@ public: void set_flat(bool p_flat); bool is_flat() const; - void add_button(const String& p_button,const String& p_tooltip=""); - void add_icon_button(const Ref<Texture>& p_icon,const String& p_button="",const String& p_tooltip=""); - - void set_button_text(int p_button, const String& p_text); - void set_button_tooltip(int p_button, const String& p_text); - void set_button_icon(int p_button, const Ref<Texture>& p_icon); + void add_button(const String &p_button, const String &p_tooltip = ""); + void add_icon_button(const Ref<Texture> &p_icon, const String &p_button = "", const String &p_tooltip = ""); + void set_button_text(int p_button, const String &p_text); + void set_button_tooltip(int p_button, const String &p_text); + void set_button_icon(int p_button, const Ref<Texture> &p_icon); String get_button_text(int p_button) const; String get_button_tooltip(int p_button) const; @@ -108,25 +106,25 @@ public: virtual Size2 get_minimum_size() const; virtual void get_translatable_strings(List<String> *p_strings) const; - virtual String get_tooltip(const Point2& p_pos) const; - + virtual String get_tooltip(const Point2 &p_pos) const; - ButtonArray(Orientation p_orientation=HORIZONTAL); + ButtonArray(Orientation p_orientation = HORIZONTAL); }; class HButtonArray : public ButtonArray { - GDCLASS(HButtonArray,ButtonArray); -public: + GDCLASS(HButtonArray, ButtonArray); - HButtonArray() : ButtonArray(HORIZONTAL) {}; +public: + HButtonArray() + : ButtonArray(HORIZONTAL){}; }; class VButtonArray : public ButtonArray { - GDCLASS(VButtonArray,ButtonArray); -public: + GDCLASS(VButtonArray, ButtonArray); - VButtonArray() : ButtonArray(VERTICAL) {}; +public: + VButtonArray() + : ButtonArray(VERTICAL){}; }; - #endif // BUTTON_ARRAY_H |
