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

View File

@@ -15,7 +15,7 @@ class JGE;
using namespace std;
enum ENUM_GAME_STATE
{
{
GAME_STATE_NONE = -1,
GAME_STATE_MENU = 1,
GAME_STATE_DUEL = 2,
@@ -26,14 +26,14 @@ enum ENUM_GAME_STATE
GAME_STATE_STORY = 7,
GAME_STATE_TRANSITION = 8,
GAME_STATE_MAX = 9,
};
};
enum ENUM_GS_TRANSITION
{
{
TRANSITION_FADE = 0,
TRANSITION_FADE_IN = 1,
MAX_TRANSITION
};
};
class GameApp;
class SimpleMenu;
@@ -41,48 +41,48 @@ class Player;
class GameState
{
protected:
GameApp* mParent;
JGE* mEngine;
protected:
GameApp* mParent;
JGE* mEngine;
public:
GameState(GameApp* parent);
virtual ~GameState() {}
public:
GameState(GameApp* parent);
virtual ~GameState(){}
virtual void Create() {}
virtual void Destroy() {}
virtual void Create(){}
virtual void Destroy(){}
virtual void Start() {}
virtual void End() {}
virtual void Start(){}
virtual void End(){}
virtual void Update(float dt) = 0;
virtual void Render() = 0;
virtual void Update(float dt) = 0;
virtual void Render() = 0;
// deck manipulation methods
// 2010/09/15:
// this was originally one method to do everything. That has been split up into two distinct
// methods since the original was building a menu and returning a value. The first
// creates the vector containing the deck information. The second will render that information
// it makes it easier to manipulate the deck information menus.
// generate the Deck Meta Data and build the menu items of the menu given
static vector<DeckMetaData *> fillDeckMenu(SimpleMenu * _menu, const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL);
// deck manipulation methods
// 2010/09/15:
// this was originally one method to do everything. That has been split up into two distinct
// methods since the original was building a menu and returning a value. The first
// creates the vector containing the deck information. The second will render that information
// it makes it easier to manipulate the deck information menus.
// generate the Deck Meta Data and build the menu items of the menu given
// Will display up to maxDecks if maxDecks is non 0,all decks in path otherwise
static vector<DeckMetaData *> fillDeckMenu(DeckMenu * _menu, const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL, int maxDecks = 0);
// build a vector of decks with the information passsed in.
static vector<DeckMetaData *> getValidDeckMetaData(const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL, int maxDecks = 0);
// build menu items based on the vector<DeckMetaData *>
static void renderDeckMenu(SimpleMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList);
// generate the Deck Meta Data and build the menu items of the menu given
static vector<DeckMetaData *> fillDeckMenu(SimpleMenu * _menu, const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL);
// generate the Deck Meta Data and build the menu items of the menu given
// Will display up to maxDecks if maxDecks is non 0,all decks in path otherwise
static vector<DeckMetaData *> fillDeckMenu(DeckMenu * _menu, const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL, int maxDecks = 0);
// build a vector of decks with the information passsed in.
static vector<DeckMetaData *> getValidDeckMetaData(const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL, int maxDecks = 0);
// build menu items based on the vector<DeckMetaData *>
static void renderDeckMenu(DeckMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList);
static void renderDeckMenu(SimpleMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList);
};
bool sortByName( DeckMetaData * d1, DeckMetaData * d2 );
// build menu items based on the vector<DeckMetaData *>
static void renderDeckMenu(DeckMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList);
};
bool sortByName(DeckMetaData * d1, DeckMetaData * d2);
#endif