Implementing clang-format and applying it to all classes

This commit is contained in:
Bastiaan Olij
2018-11-24 09:09:41 +11:00
parent 0a6f5d052a
commit fc20fa3fce
49 changed files with 2923 additions and 3172 deletions

View File

@@ -1,6 +1,6 @@
#include "Array.hpp"
#include "Variant.hpp"
#include "GodotGlobal.hpp"
#include "Variant.hpp"
#include <cstdlib>
@@ -8,194 +8,158 @@ namespace godot {
class Object;
Array::Array()
{
Array::Array() {
godot::api->godot_array_new(&_godot_array);
}
Array::Array(const Array & other)
{
Array::Array(const Array &other) {
godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
}
Array & Array::operator=(const Array & other)
{
Array &Array::operator=(const Array &other) {
godot::api->godot_array_destroy(&_godot_array);
godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
return *this;
}
Array::Array(const PoolByteArray& a)
{
godot::api->godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *) &a);
Array::Array(const PoolByteArray &a) {
godot::api->godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *)&a);
}
Array::Array(const PoolIntArray& a)
{
godot::api->godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *) &a);
Array::Array(const PoolIntArray &a) {
godot::api->godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *)&a);
}
Array::Array(const PoolRealArray& a)
{
godot::api->godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *) &a);
Array::Array(const PoolRealArray &a) {
godot::api->godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *)&a);
}
Array::Array(const PoolStringArray& a)
{
godot::api->godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *) &a);
Array::Array(const PoolStringArray &a) {
godot::api->godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *)&a);
}
Array::Array(const PoolVector2Array& a)
{
godot::api->godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *) &a);
Array::Array(const PoolVector2Array &a) {
godot::api->godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *)&a);
}
Array::Array(const PoolVector3Array& a)
{
godot::api->godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *) &a);
Array::Array(const PoolVector3Array &a) {
godot::api->godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *)&a);
}
Array::Array(const PoolColorArray& a)
{
godot::api->godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *) &a);
Array::Array(const PoolColorArray &a) {
godot::api->godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *)&a);
}
Variant& Array::operator [](const int idx)
{
Variant &Array::operator[](const int idx) {
godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx);
return *(Variant *) v;
return *(Variant *)v;
}
Variant Array::operator [](const int idx) const
{
Variant Array::operator[](const int idx) const {
// Yes, I'm casting away the const... you can hate me now.
// since the result is
godot_variant *v = godot::api->godot_array_operator_index((godot_array *) &_godot_array, idx);
return *(Variant *) v;
godot_variant *v = godot::api->godot_array_operator_index((godot_array *)&_godot_array, idx);
return *(Variant *)v;
}
void Array::append(const Variant& v)
{
godot::api->godot_array_append(&_godot_array, (godot_variant *) &v);
void Array::append(const Variant &v) {
godot::api->godot_array_append(&_godot_array, (godot_variant *)&v);
}
void Array::clear()
{
void Array::clear() {
godot::api->godot_array_clear(&_godot_array);
}
int Array::count(const Variant& v)
{
return godot::api->godot_array_count(&_godot_array, (godot_variant *) &v);
int Array::count(const Variant &v) {
return godot::api->godot_array_count(&_godot_array, (godot_variant *)&v);
}
bool Array::empty() const
{
bool Array::empty() const {
return godot::api->godot_array_empty(&_godot_array);
}
void Array::erase(const Variant& v)
{
godot::api->godot_array_erase(&_godot_array, (godot_variant *) &v);
void Array::erase(const Variant &v) {
godot::api->godot_array_erase(&_godot_array, (godot_variant *)&v);
}
Variant Array::front() const
{
Variant Array::front() const {
godot_variant v = godot::api->godot_array_front(&_godot_array);
return *(Variant *) &v;
return *(Variant *)&v;
}
Variant Array::back() const
{
Variant Array::back() const {
godot_variant v = godot::api->godot_array_back(&_godot_array);
return *(Variant *) &v;
return *(Variant *)&v;
}
int Array::find(const Variant& what, const int from)
{
return godot::api->godot_array_find(&_godot_array, (godot_variant *) &what, from);
int Array::find(const Variant &what, const int from) {
return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from);
}
int Array::find_last(const Variant& what)
{
return godot::api->godot_array_find_last(&_godot_array, (godot_variant *) &what);
int Array::find_last(const Variant &what) {
return godot::api->godot_array_find_last(&_godot_array, (godot_variant *)&what);
}
bool Array::has(const Variant& what) const
{
return godot::api->godot_array_has(&_godot_array, (godot_variant *) &what);
bool Array::has(const Variant &what) const {
return godot::api->godot_array_has(&_godot_array, (godot_variant *)&what);
}
uint32_t Array::hash() const
{
uint32_t Array::hash() const {
return godot::api->godot_array_hash(&_godot_array);
}
void Array::insert(const int pos, const Variant& value)
{
godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *) &value);
void Array::insert(const int pos, const Variant &value) {
godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *)&value);
}
void Array::invert()
{
void Array::invert() {
godot::api->godot_array_invert(&_godot_array);
}
Variant Array::pop_back()
{
Variant Array::pop_back() {
godot_variant v = godot::api->godot_array_pop_back(&_godot_array);
return *(Variant *) &v;
return *(Variant *)&v;
}
Variant Array::pop_front()
{
Variant Array::pop_front() {
godot_variant v = godot::api->godot_array_pop_front(&_godot_array);
return *(Variant *) &v;
return *(Variant *)&v;
}
void Array::push_back(const Variant& v)
{
godot::api->godot_array_push_back(&_godot_array, (godot_variant *) &v);
void Array::push_back(const Variant &v) {
godot::api->godot_array_push_back(&_godot_array, (godot_variant *)&v);
}
void Array::push_front(const Variant& v)
{
godot::api->godot_array_push_front(&_godot_array, (godot_variant *) &v);
void Array::push_front(const Variant &v) {
godot::api->godot_array_push_front(&_godot_array, (godot_variant *)&v);
}
void Array::remove(const int idx)
{
void Array::remove(const int idx) {
godot::api->godot_array_remove(&_godot_array, idx);
}
int Array::size() const
{
int Array::size() const {
return godot::api->godot_array_size(&_godot_array);
}
void Array::resize(const int size)
{
void Array::resize(const int size) {
godot::api->godot_array_resize(&_godot_array, size);
}
int Array::rfind(const Variant& what, const int from)
{
return godot::api->godot_array_rfind(&_godot_array, (godot_variant *) &what, from);
int Array::rfind(const Variant &what, const int from) {
return godot::api->godot_array_rfind(&_godot_array, (godot_variant *)&what, from);
}
void Array::sort()
{
void Array::sort() {
godot::api->godot_array_sort(&_godot_array);
}
void Array::sort_custom(Object *obj, const String& func)
{
godot::api->godot_array_sort_custom(&_godot_array, (godot_object *) obj, (godot_string *) &func);
void Array::sort_custom(Object *obj, const String &func) {
godot::api->godot_array_sort_custom(&_godot_array, (godot_object *)obj, (godot_string *)&func);
}
Array::~Array()
{
Array::~Array() {
godot::api->godot_array_destroy(&_godot_array);
}
}
} // namespace godot