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