Re-apply clang-format to all files
Some badly formatted code has managed to pass through our CI...
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21e53c4267
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c90bfcb1c6
3 changed files with 8 additions and 8 deletions
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@ -600,9 +600,9 @@ void ClassDB::bind_integer_constant(const StringName &p_class, const StringName
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#ifdef DEBUG_METHODS_ENABLED
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String enum_name = p_enum;
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if (enum_name!=String()) {
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if (enum_name.find(".")!=-1) {
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enum_name=enum_name.get_slicec('.',1);
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if (enum_name != String()) {
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if (enum_name.find(".") != -1) {
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enum_name = enum_name.get_slicec('.', 1);
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}
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List<StringName> *constants_list = type->enum_map.getptr(enum_name);
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@ -614,7 +614,6 @@ void ClassDB::bind_integer_constant(const StringName &p_class, const StringName
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new_list.push_back(p_name);
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type->enum_map[enum_name] = new_list;
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}
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}
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type->constant_order.push_back(p_name);
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@ -457,7 +457,8 @@ public:
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}
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type->method_map[p_name] = bind;
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#ifdef DEBUG_METHODS_ENABLED
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// bind->set_return_type("Variant");
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// FIXME: <reduz> set_return_type is no longer in MethodBind, so I guess it should be moved to vararg method bind
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//bind->set_return_type("Variant");
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type->method_order.push_back(p_name);
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#endif
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@ -54,7 +54,7 @@ void JoypadUWP::process_controllers() {
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case ControllerType::GAMEPAD_CONTROLLER: {
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GamepadReading reading = ((Gamepad ^) joy.controller_reference)->GetCurrentReading();
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GamepadReading reading = ((Gamepad ^)joy.controller_reference)->GetCurrentReading();
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int button_mask = (int)GamepadButtons::Menu;
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for (int j = 0; j < 14; j++) {
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@ -161,7 +161,7 @@ void JoypadUWP::joypad_vibration_start(int p_device, float p_weak_magnitude, flo
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GamepadVibration vibration;
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vibration.LeftMotor = p_strong_magnitude;
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vibration.RightMotor = p_weak_magnitude;
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((Gamepad ^) joy.controller_reference)->Vibration = vibration;
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((Gamepad ^)joy.controller_reference)->Vibration = vibration;
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joy.ff_timestamp = p_timestamp;
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joy.ff_end_timestamp = p_duration == 0 ? 0 : p_timestamp + (uint64_t)(p_duration * 1000000.0);
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@ -175,7 +175,7 @@ void JoypadUWP::joypad_vibration_stop(int p_device, uint64_t p_timestamp) {
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GamepadVibration vibration;
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vibration.LeftMotor = 0.0;
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vibration.RightMotor = 0.0;
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((Gamepad ^) joy.controller_reference)->Vibration = vibration;
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((Gamepad ^)joy.controller_reference)->Vibration = vibration;
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joy.ff_timestamp = p_timestamp;
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joy.vibrating = false;
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