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

@@ -1,94 +1,77 @@
#include "NodePath.hpp"
#include "String.hpp"
#include "GodotGlobal.hpp"
#include "String.hpp"
#include <gdnative/node_path.h>
namespace godot {
NodePath::NodePath()
{
NodePath::NodePath() {
String from = "";
godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
NodePath::NodePath(const NodePath &other)
{
NodePath::NodePath(const NodePath &other) {
String from = other;
godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
NodePath::NodePath(const String &from)
{
godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
NodePath::NodePath(const String &from) {
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
NodePath::NodePath(const char *contents)
{
NodePath::NodePath(const char *contents) {
String from = contents;
godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
String NodePath::get_name(const int idx) const
{
String NodePath::get_name(const int idx) const {
godot_string str = godot::api->godot_node_path_get_name(&_node_path, idx);
return *(String *) &str;
return *(String *)&str;
}
int NodePath::get_name_count() const
{
int NodePath::get_name_count() const {
return godot::api->godot_node_path_get_name_count(&_node_path);
}
String NodePath::get_subname(const int idx) const
{
String NodePath::get_subname(const int idx) const {
godot_string str = godot::api->godot_node_path_get_subname(&_node_path, idx);
return *(String *) &str;
return *(String *)&str;
}
int NodePath::get_subname_count() const
{
int NodePath::get_subname_count() const {
return godot::api->godot_node_path_get_subname_count(&_node_path);
}
bool NodePath::is_absolute() const
{
bool NodePath::is_absolute() const {
return godot::api->godot_node_path_is_absolute(&_node_path);
}
bool NodePath::is_empty() const
{
bool NodePath::is_empty() const {
return godot::api->godot_node_path_is_empty(&_node_path);
}
NodePath::operator String() const
{
NodePath::operator String() const {
godot_string str = godot::api->godot_node_path_as_string(&_node_path);
return *(String *) &str;
return *(String *)&str;
}
bool NodePath::operator ==(const NodePath& other)
{
bool NodePath::operator==(const NodePath &other) {
return godot::api->godot_node_path_operator_equal(&_node_path, &other._node_path);
}
void NodePath::operator =(const NodePath& other)
{
void NodePath::operator=(const NodePath &other) {
godot::api->godot_node_path_destroy(&_node_path);
String other_string = (String) other;
String other_string = (String)other;
godot::api->godot_node_path_new(&_node_path, (godot_string *) &other_string);
godot::api->godot_node_path_new(&_node_path, (godot_string *)&other_string);
}
NodePath::~NodePath()
{
NodePath::~NodePath() {
godot::api->godot_node_path_destroy(&_node_path);
}
}
} // namespace godot