No code change just reformatting of header files.

finishing up my reformatting of the source from November/December following the guidelines that were posted.
some extra things I added:
   * Any empty virtual declarations were kept to one line.  
   * Enums were split up into separate lines to promote uniformity across all headers. ( each header file had a different style for enums)
This commit is contained in:
techdragon.nguyen@gmail.com
2011-01-21 18:01:14 +00:00
parent 6d3d4c1792
commit e53c16f700
101 changed files with 6128 additions and 4684 deletions
+55 -52
View File
@@ -12,84 +12,87 @@ using std::vector;
class PlayGuiObject;
class DuelLayers;
template <typename T>
template<typename T>
struct LimitorFunctor
{
virtual bool select(T*) = 0;
virtual bool greyout(T*) = 0;
typedef T Target;
virtual bool select(T*) = 0;
virtual bool greyout(T*) = 0;
typedef T Target;
};
class CardSelectorBase : public GuiLayer
class CardSelectorBase: public GuiLayer
{
public:
CardSelectorBase(int inDrawMode = DrawMode::kNormal) : mDrawMode(inDrawMode) {};
virtual void Add(PlayGuiObject*) = 0;
virtual void Remove(PlayGuiObject*) = 0;
virtual bool CheckUserInput(JButton key) = 0;
virtual bool CheckUserInput(int x, int y) = 0;
virtual void PushLimitor() = 0;
virtual void PopLimitor() = 0;
virtual void Limit(LimitorFunctor<PlayGuiObject>* inLimitor, CardView::SelectorZone inZone) = 0;
virtual void Push() = 0;
virtual void Pop() = 0;
virtual int GetDrawMode()
{
return mDrawMode;
}
CardSelectorBase(int inDrawMode = DrawMode::kNormal) :
mDrawMode(inDrawMode)
{
}
;
virtual void Add(PlayGuiObject*) = 0;
virtual void Remove(PlayGuiObject*) = 0;
virtual bool CheckUserInput(JButton key) = 0;
virtual bool CheckUserInput(int x, int y) = 0;
virtual void PushLimitor() = 0;
virtual void PopLimitor() = 0;
virtual void Limit(LimitorFunctor<PlayGuiObject>* inLimitor, CardView::SelectorZone inZone) = 0;
virtual void Push() = 0;
virtual void Pop() = 0;
virtual int GetDrawMode()
{
return mDrawMode;
}
protected:
int mDrawMode;
int mDrawMode;
};
class CardSelector : public CardSelectorBase
class CardSelector: public CardSelectorBase
{
public:
struct SelectorMemory
{
PlayGuiObject* object;
float x, y;
SelectorMemory(PlayGuiObject* object);
SelectorMemory();
};
struct SelectorMemory
{
PlayGuiObject* object;
float x, y;
SelectorMemory(PlayGuiObject* object);
SelectorMemory();
};
protected:
vector<PlayGuiObject*> cards;
PlayGuiObject* active;
DuelLayers* duel;
LimitorFunctor<PlayGuiObject>* limitor;
Pos bigpos;
map<const CardView::SelectorZone, SelectorMemory> lasts;
stack< pair<LimitorFunctor<PlayGuiObject>*, CardView::SelectorZone> > limitorStack;
stack<SelectorMemory> memoryStack;
vector<PlayGuiObject*> cards;
PlayGuiObject* active;
DuelLayers* duel;
LimitorFunctor<PlayGuiObject>* limitor;
Pos bigpos;
map<const CardView::SelectorZone, SelectorMemory> lasts;
stack<pair<LimitorFunctor<PlayGuiObject>*, CardView::SelectorZone> > limitorStack;
stack<SelectorMemory> memoryStack;
PlayGuiObject* fetchMemory(SelectorMemory&);
PlayGuiObject* fetchMemory(SelectorMemory&);
public:
CardSelector(DuelLayers*);
void Add(PlayGuiObject*);
void Remove(PlayGuiObject*);
bool CheckUserInput(JButton key);
bool CheckUserInput(int x, int y);
void Update(float dt);
void Render();
void Push();
void Pop();
CardSelector(DuelLayers*);
void Add(PlayGuiObject*);
void Remove(PlayGuiObject*);
bool CheckUserInput(JButton key);
bool CheckUserInput(int x, int y);
void Update(float dt);
void Render();
void Push();
void Pop();
void Limit(LimitorFunctor<PlayGuiObject>* limitor, CardView::SelectorZone);
void PushLimitor();
void PopLimitor();
void Limit(LimitorFunctor<PlayGuiObject>* limitor, CardView::SelectorZone);
void PushLimitor();
void PopLimitor();
typedef PlayGuiObject Target;
typedef PlayGuiObject Target;
};
typedef LimitorFunctor<CardSelector::Target> Limitor;
struct Exp
{
static inline bool test(CardSelector::Target*, CardSelector::Target*);
static inline bool test(CardSelector::Target*, CardSelector::Target*);
};
#endif