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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/visual_server_viewport.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 '')
| -rw-r--r-- | servers/visual/visual_server_viewport.h | 102 |
1 files changed, 49 insertions, 53 deletions
diff --git a/servers/visual/visual_server_viewport.h b/servers/visual/visual_server_viewport.h index 1cee90b80..53ad6bde2 100644 --- a/servers/visual/visual_server_viewport.h +++ b/servers/visual/visual_server_viewport.h @@ -29,20 +29,15 @@ #ifndef VISUALSERVERVIEWPORT_H #define VISUALSERVERVIEWPORT_H -#include "servers/visual_server.h" #include "rasterizer.h" #include "self_list.h" +#include "servers/visual_server.h" -class VisualServerViewport { +class VisualServerViewport { public: - struct CanvasBase : public RID_Data { - - }; - - struct Viewport : public RID_Data { RID self; @@ -67,7 +62,6 @@ public: RID shadow_atlas; int shadow_atlas_size; - VS::ViewportClearMode clear_mode; bool rendered_in_prev_frame; @@ -76,9 +70,15 @@ public: int layer; RID canvas; - bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; } - CanvasKey() { layer=0; } - CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; } + bool operator<(const CanvasKey &p_canvas) const { + if (layer == p_canvas.layer) return canvas < p_canvas.canvas; + return layer < p_canvas.layer; + } + CanvasKey() { layer = 0; } + CanvasKey(const RID &p_canvas, int p_layer) { + canvas = p_canvas; + layer = p_layer; + } }; struct CanvasData { @@ -90,83 +90,79 @@ public: Transform2D global_transform; - Map<RID,CanvasData> canvas_map; + Map<RID, CanvasData> canvas_map; Viewport() { - update_mode=VS::VIEWPORT_UPDATE_WHEN_VISIBLE; - clear_mode=VS::VIEWPORT_CLEAR_ALWAYS; - rendered_in_prev_frame=false; - disable_environment=false; - viewport_to_screen=0; - shadow_atlas_size=0; - disable_3d=false; - + update_mode = VS::VIEWPORT_UPDATE_WHEN_VISIBLE; + clear_mode = VS::VIEWPORT_CLEAR_ALWAYS; + rendered_in_prev_frame = false; + disable_environment = false; + viewport_to_screen = 0; + shadow_atlas_size = 0; + disable_3d = false; } }; mutable RID_Owner<Viewport> viewport_owner; - struct ViewportSort { - _FORCE_INLINE_ bool operator()(const Viewport*p_left,const Viewport* p_right) const { + _FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const { - bool left_to_screen = p_left->viewport_to_screen_rect.size!=Size2(); - bool right_to_screen = p_right->viewport_to_screen_rect.size!=Size2(); + bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2(); + bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2(); - if (left_to_screen==right_to_screen) { + if (left_to_screen == right_to_screen) { - return p_left->parent==p_right->self; + return p_left->parent == p_right->self; } else { return right_to_screen; } } }; + Vector<Viewport *> active_viewports; - Vector<Viewport*> active_viewports; private: Color clear_color; void _draw_viewport(Viewport *p_viewport); -public: - +public: RID viewport_create(); - void viewport_set_size(RID p_viewport,int p_width,int p_height); + void viewport_set_size(RID p_viewport, int p_width, int p_height); - void viewport_attach_to_screen(RID p_viewport,const Rect2& p_rect=Rect2(),int p_screen=0); + void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), int p_screen = 0); void viewport_detach(RID p_viewport); - void viewport_set_active(RID p_viewport,bool p_active); - void viewport_set_parent_viewport(RID p_viewport,RID p_parent_viewport); - void viewport_set_update_mode(RID p_viewport,VS::ViewportUpdateMode p_mode); - void viewport_set_vflip(RID p_viewport,bool p_enable); - + void viewport_set_active(RID p_viewport, bool p_active); + void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport); + void viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode); + void viewport_set_vflip(RID p_viewport, bool p_enable); - void viewport_set_clear_mode(RID p_viewport,VS::ViewportClearMode p_clear_mode); + void viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode); RID viewport_get_texture(RID p_viewport) const; - void viewport_set_hide_scenario(RID p_viewport,bool p_hide); - void viewport_set_hide_canvas(RID p_viewport,bool p_hide); - void viewport_set_disable_environment(RID p_viewport,bool p_disable); - void viewport_set_disable_3d(RID p_viewport,bool p_disable); + void viewport_set_hide_scenario(RID p_viewport, bool p_hide); + void viewport_set_hide_canvas(RID p_viewport, bool p_hide); + void viewport_set_disable_environment(RID p_viewport, bool p_disable); + void viewport_set_disable_3d(RID p_viewport, bool p_disable); - void viewport_attach_camera(RID p_viewport,RID p_camera); - void viewport_set_scenario(RID p_viewport,RID p_scenario); - void viewport_attach_canvas(RID p_viewport,RID p_canvas); - void viewport_remove_canvas(RID p_viewport,RID p_canvas); - void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Transform2D& p_offset); - void viewport_set_transparent_background(RID p_viewport,bool p_enabled); + void viewport_attach_camera(RID p_viewport, RID p_camera); + void viewport_set_scenario(RID p_viewport, RID p_scenario); + void viewport_attach_canvas(RID p_viewport, RID p_canvas); + void viewport_remove_canvas(RID p_viewport, RID p_canvas); + void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset); + void viewport_set_transparent_background(RID p_viewport, bool p_enabled); - void viewport_set_global_canvas_transform(RID p_viewport,const Transform2D& p_transform); - void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer); + void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform); + void viewport_set_canvas_layer(RID p_viewport, RID p_canvas, int p_layer); - void viewport_set_shadow_atlas_size(RID p_viewport,int p_size); - void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport,int p_quadrant,int p_subdiv); + void viewport_set_shadow_atlas_size(RID p_viewport, int p_size); + void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv); - void viewport_set_msaa(RID p_viewport,VS::ViewportMSAA p_msaa); - void viewport_set_hdr(RID p_viewport,bool p_enabled); + void viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa); + void viewport_set_hdr(RID p_viewport, bool p_enabled); void draw_viewports(); |
