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

@@ -1,95 +1,78 @@
#include "Dictionary.hpp"
#include "Variant.hpp"
#include "Array.hpp"
#include "GodotGlobal.hpp"
#include "Variant.hpp"
namespace godot {
Dictionary::Dictionary()
{
Dictionary::Dictionary() {
godot::api->godot_dictionary_new(&_godot_dictionary);
}
Dictionary::Dictionary(const Dictionary & other)
{
Dictionary::Dictionary(const Dictionary &other) {
godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
}
Dictionary & Dictionary::operator=(const Dictionary & other)
{
Dictionary &Dictionary::operator=(const Dictionary &other) {
godot::api->godot_dictionary_destroy(&_godot_dictionary);
godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
return *this;
}
void Dictionary::clear()
{
void Dictionary::clear() {
godot::api->godot_dictionary_clear(&_godot_dictionary);
}
bool Dictionary::empty() const
{
bool Dictionary::empty() const {
return godot::api->godot_dictionary_empty(&_godot_dictionary);
}
void Dictionary::erase(const Variant& key)
{
godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *) &key);
void Dictionary::erase(const Variant &key) {
godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *)&key);
}
bool Dictionary::has(const Variant& key) const
{
return godot::api->godot_dictionary_has(&_godot_dictionary, (godot_variant *) &key);
bool Dictionary::has(const Variant &key) const {
return godot::api->godot_dictionary_has(&_godot_dictionary, (godot_variant *)&key);
}
bool Dictionary::has_all(const Array& keys) const
{
return godot::api->godot_dictionary_has_all(&_godot_dictionary, (godot_array *) &keys);
bool Dictionary::has_all(const Array &keys) const {
return godot::api->godot_dictionary_has_all(&_godot_dictionary, (godot_array *)&keys);
}
uint32_t Dictionary::hash() const
{
uint32_t Dictionary::hash() const {
return godot::api->godot_dictionary_hash(&_godot_dictionary);
}
Array Dictionary::keys() const
{
Array Dictionary::keys() const {
godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary);
return *(Array *) &a;
return *(Array *)&a;
}
Variant &Dictionary::operator [](const Variant& key)
{
return *(Variant *) godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *) &key);
Variant &Dictionary::operator[](const Variant &key) {
return *(Variant *)godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
}
const Variant &Dictionary::operator [](const Variant& key) const
{
const Variant &Dictionary::operator[](const Variant &key) const {
// oops I did it again
return *(Variant *) godot::api->godot_dictionary_operator_index((godot_dictionary *) &_godot_dictionary, (godot_variant *) &key);
return *(Variant *)godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
}
int Dictionary::size() const
{
int Dictionary::size() const {
return godot::api->godot_dictionary_size(&_godot_dictionary);
}
String Dictionary::to_json() const
{
String Dictionary::to_json() const {
godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary);
return *(String *) &s;
return *(String *)&s;
}
Array Dictionary::values() const
{
Array Dictionary::values() const {
godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary);
return *(Array *) &a;
return *(Array *)&a;
}
Dictionary::~Dictionary()
{
Dictionary::~Dictionary() {
godot::api->godot_dictionary_destroy(&_godot_dictionary);
}
}
} // namespace godot