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.
103 lines
3.6 KiB
C++
103 lines
3.6 KiB
C++
/*************************************************************************/
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/* split_container.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 SPLIT_CONTAINER_H
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#define SPLIT_CONTAINER_H
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#include "scene/gui/container.h"
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class SplitContainer : public Container {
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GDCLASS(SplitContainer, Container);
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public:
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enum DraggerVisibility {
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DRAGGER_VISIBLE,
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DRAGGER_HIDDEN,
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DRAGGER_HIDDEN_COLLAPSED
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};
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private:
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bool should_clamp_split_offset;
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int split_offset;
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int middle_sep;
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bool vertical;
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bool dragging;
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int drag_from;
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int drag_ofs;
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bool collapsed;
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DraggerVisibility dragger_visibility;
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bool mouse_inside;
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Control *_getch(int p_idx) const;
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void _resort();
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protected:
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void _gui_input(const Ref<InputEvent> &p_event);
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_split_offset(int p_offset);
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int get_split_offset() const;
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void clamp_split_offset();
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void set_collapsed(bool p_collapsed);
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bool is_collapsed() const;
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void set_dragger_visibility(DraggerVisibility p_visibility);
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DraggerVisibility get_dragger_visibility() const;
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virtual CursorShape get_cursor_shape(const Point2 &p_pos = Point2i()) const;
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virtual Size2 get_minimum_size() const;
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SplitContainer(bool p_vertical = false);
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};
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VARIANT_ENUM_CAST(SplitContainer::DraggerVisibility);
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class HSplitContainer : public SplitContainer {
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GDCLASS(HSplitContainer, SplitContainer);
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public:
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HSplitContainer() :
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SplitContainer(false) {}
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};
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class VSplitContainer : public SplitContainer {
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GDCLASS(VSplitContainer, SplitContainer);
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public:
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VSplitContainer() :
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SplitContainer(true) {}
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};
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#endif // SPLIT_CONTAINER_H
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