0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
79 lines
3.2 KiB
C++
79 lines
3.2 KiB
C++
/*************************************************************************/
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/* remote_transform_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef REMOTE_TRANSFORM_2D_H
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#define REMOTE_TRANSFORM_2D_H
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#include "scene/2d/node_2d.h"
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class RemoteTransform2D : public Node2D {
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GDCLASS(RemoteTransform2D, Node2D);
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NodePath remote_node;
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ObjectID cache;
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bool use_global_coordinates;
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bool update_remote_position;
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bool update_remote_rotation;
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bool update_remote_scale;
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void _update_remote();
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void _update_cache();
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//void _node_exited_scene();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void set_remote_node(const NodePath &p_remote_node);
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NodePath get_remote_node() const;
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void set_use_global_coordinates(const bool p_enable);
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bool get_use_global_coordinates() const;
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void set_update_position(const bool p_update);
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bool get_update_position() const;
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void set_update_rotation(const bool p_update);
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bool get_update_rotation() const;
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void set_update_scale(const bool p_update);
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bool get_update_scale() const;
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void force_update_cache();
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virtual String get_configuration_warning() const;
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RemoteTransform2D();
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};
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#endif // REMOTE_TRANSFORM_2D_H
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