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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 /servers/visual/shader_types.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 'servers/visual/shader_types.h')
| -rw-r--r-- | servers/visual/shader_types.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/servers/visual/shader_types.h b/servers/visual/shader_types.h index b8a96af92..1bddde8c8 100644 --- a/servers/visual/shader_types.h +++ b/servers/visual/shader_types.h @@ -29,25 +29,25 @@ #ifndef SHADERTYPES_H #define SHADERTYPES_H -#include "shader_language.h" #include "servers/visual_server.h" +#include "shader_language.h" class ShaderTypes { - struct Type { - Map< StringName, Map<StringName,ShaderLanguage::DataType> > functions; - Set<String> modes; + Map<StringName, Map<StringName, ShaderLanguage::DataType> > functions; + Set<String> modes; }; - Map<VS::ShaderMode,Type> shader_modes; + Map<VS::ShaderMode, Type> shader_modes; static ShaderTypes *singleton; + public: static ShaderTypes *get_singleton() { return singleton; } - const Map< StringName, Map<StringName,ShaderLanguage::DataType> >& get_functions(VS::ShaderMode p_mode); - const Set<String>& get_modes(VS::ShaderMode p_mode); + const Map<StringName, Map<StringName, ShaderLanguage::DataType> > &get_functions(VS::ShaderMode p_mode); + const Set<String> &get_modes(VS::ShaderMode p_mode); ShaderTypes(); }; |
