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

@@ -1,6 +1,6 @@
/*
A class for all interactive objects in the play area (cards, avatars, etc...)
*/
A class for all interactive objects in the play area (cards, avatars, etc...)
*/
#ifndef _PLAYGUIOBJECT_H_
#define _PLAYGUIOBJECT_H_
@@ -16,27 +16,53 @@
#include "WEvent.h"
#include "Pos.h"
class PlayGuiObject: public JGuiObject, public JGuiListener, public Pos{
protected:
class PlayGuiObject: public JGuiObject, public JGuiListener, public Pos
{
protected:
public:
int wave;
float mHeight;
float defaultHeight;
bool mHasFocus;
int type;
virtual void Entering(){mHasFocus = true; zoom = 1.4f;};
virtual bool Leaving(JButton key){mHasFocus = false; zoom = 1.0; return true;};
virtual bool CheckUserInput(JButton key) {return false;};
virtual bool ButtonPressed(){return true;};
virtual void Render();
virtual void Update(float dt);
PlayGuiObject(float desiredHeight, float x, float y, bool hasFocus);
PlayGuiObject(float desiredHeight, const Pos& ref, bool hasFocus);
virtual void ButtonPressed(int controllerId, int controlId){};
virtual bool getTopLeft(float& top, float& left) {top = actY; left = actX; return true;};
virtual ~PlayGuiObject(){};
vector<Effect*> effects;
public:
int wave;
float mHeight;
float defaultHeight;
bool mHasFocus;
int type;
virtual void Entering()
{
mHasFocus = true;
zoom = 1.4f;
}
;
virtual bool Leaving(JButton key)
{
mHasFocus = false;
zoom = 1.0;
return true;
}
;
virtual bool CheckUserInput(JButton key)
{
return false;
}
;
virtual bool ButtonPressed()
{
return true;
}
;
virtual void Render();
virtual void Update(float dt);
PlayGuiObject(float desiredHeight, float x, float y, bool hasFocus);
PlayGuiObject(float desiredHeight, const Pos& ref, bool hasFocus);
virtual void ButtonPressed(int controllerId, int controlId) {}
virtual bool getTopLeft(float& top, float& left)
{
top = actY;
left = actX;
return true;
}
;
virtual ~PlayGuiObject() {};
vector<Effect*> effects;
};
#endif