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)
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@@ -9,79 +9,79 @@
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class GuiHand;
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struct HandLimitor : public Limitor
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struct HandLimitor: public Limitor
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{
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GuiHand* hand;
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virtual bool select(Target*);
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virtual bool greyout(Target*);
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GuiHand* hand;
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virtual bool select(Target*);
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virtual bool greyout(Target*);
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HandLimitor(GuiHand* hand);
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HandLimitor(GuiHand* hand);
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};
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class GuiHand : public GuiLayer
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class GuiHand: public GuiLayer
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{
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public:
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static const float ClosedRowX;
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static const float LeftRowX;
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static const float RightRowX;
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public:
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static const float ClosedRowX;
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static const float LeftRowX;
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static const float RightRowX;
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static const float OpenX;
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static const float ClosedX;
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static const float OpenY;
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static const float ClosedY;
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static const float OpenX;
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static const float ClosedX;
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static const float OpenY;
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static const float ClosedY;
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protected:
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const MTGHand* hand;
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JQuad *back;
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vector<CardView*> cards;
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protected:
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const MTGHand* hand;
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JQuad *back;
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vector<CardView*> cards;
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public:
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GuiHand(MTGHand* hand);
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~GuiHand();
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void Update(float dt);
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bool isInHand(CardView*);
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public:
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GuiHand(MTGHand* hand);
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~GuiHand();
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void Update(float dt);
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bool isInHand(CardView*);
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friend struct HandLimitor;
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friend struct HandLimitor;
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};
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class GuiHandOpponent : public GuiHand
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class GuiHandOpponent: public GuiHand
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{
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public:
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GuiHandOpponent(MTGHand* hand);
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virtual void Render();
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virtual int receiveEventPlus(WEvent* e);
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virtual int receiveEventMinus(WEvent* e);
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public:
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GuiHandOpponent(MTGHand* hand);
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virtual void Render();
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virtual int receiveEventPlus(WEvent* e);
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virtual int receiveEventMinus(WEvent* e);
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};
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class GuiHandSelf : public GuiHand
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class GuiHandSelf: public GuiHand
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{
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protected:
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typedef enum
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{
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Open,
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Closed
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} HandState;
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HandState state;
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Pos backpos;
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protected:
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typedef enum
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{
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Open, Closed
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} HandState;
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HandState state;
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Pos backpos;
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public:
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GuiHandSelf(MTGHand* hand);
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~GuiHandSelf();
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virtual int receiveEventPlus(WEvent* e);
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virtual int receiveEventMinus(WEvent* e);
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public:
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GuiHandSelf(MTGHand* hand);
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~GuiHandSelf();
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virtual int receiveEventPlus(WEvent* e);
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virtual int receiveEventMinus(WEvent* e);
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void Repos();
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bool CheckUserInput(JButton key);
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virtual void Render();
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void Update(float dt);
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float LeftBoundary();
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void Repos();
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bool CheckUserInput(JButton key);
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virtual void Render();
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void Update(float dt);
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float LeftBoundary();
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HandState GetState()
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{
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return state;
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};
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HandState GetState()
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{
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return state;
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}
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;
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HandLimitor* limitor;
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HandLimitor* limitor;
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};
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#endif // _GUIHAND_H_
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