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
This commit is contained in:
Rémi Verschelde 2017-03-05 16:44:50 +01:00
parent 45438e9918
commit 5dbf1809c6
1318 changed files with 140051 additions and 166004 deletions

View file

@ -32,28 +32,27 @@
#include "resource.h"
class Shape2D : public Resource {
GDCLASS( Shape2D, Resource );
OBJ_SAVE_TYPE( Shape2D );
GDCLASS(Shape2D, Resource);
OBJ_SAVE_TYPE(Shape2D);
RID shape;
real_t custom_bias;
protected:
static void _bind_methods();
Shape2D(const RID& p_rid);
public:
Shape2D(const RID &p_rid);
public:
void set_custom_solver_bias(real_t p_bias);
real_t get_custom_solver_bias() const;
bool collide_with_motion(const Transform2D& p_local_xform, const Vector2& p_local_motion, const Ref<Shape2D>& p_shape, const Transform2D& p_shape_xform, const Vector2 &p_p_shape_motion);
bool collide(const Transform2D& p_local_xform, const Ref<Shape2D>& p_shape, const Transform2D& p_shape_xform);
bool collide_with_motion(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_p_shape_motion);
bool collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform);
Variant collide_with_motion_and_get_contacts(const Transform2D& p_local_xform, const Vector2& p_local_motion, const Ref<Shape2D>& p_shape, const Transform2D& p_shape_xform, const Vector2 &p_p_shape_motion);
Variant collide_and_get_contacts(const Transform2D& p_local_xform, const Ref<Shape2D>& p_shape, const Transform2D& p_shape_xform);
Variant collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_p_shape_motion);
Variant collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform);
virtual void draw(const RID& p_to_rid,const Color& p_color) {}
virtual void draw(const RID &p_to_rid, const Color &p_color) {}
virtual Rect2 get_rect() const { return Rect2(); }
virtual RID get_rid() const;
Shape2D();