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authorRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
committerRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/2d/ray_cast_2d.h
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
A Whole New World (clang-format edition)
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
Diffstat (limited to 'scene/2d/ray_cast_2d.h')
-rw-r--r--scene/2d/ray_cast_2d.h18
1 files changed, 8 insertions, 10 deletions
diff --git a/scene/2d/ray_cast_2d.h b/scene/2d/ray_cast_2d.h
index 3e7a39ffde..6a59ef963b 100644
--- a/scene/2d/ray_cast_2d.h
+++ b/scene/2d/ray_cast_2d.h
@@ -33,8 +33,7 @@
class RayCast2D : public Node2D {
- GDCLASS(RayCast2D,Node2D);
-
+ GDCLASS(RayCast2D, Node2D);
bool enabled;
bool collided;
@@ -47,19 +46,18 @@ class RayCast2D : public Node2D {
uint32_t type_mask;
bool exclude_parent_body;
-
Vector2 cast_to;
-protected:
+protected:
void _notification(int p_what);
void _update_raycast_state();
static void _bind_methods();
-public:
+public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
- void set_cast_to(const Vector2& p_point);
+ void set_cast_to(const Vector2 &p_point);
Vector2 get_cast_to() const;
void set_layer_mask(uint32_t p_mask);
@@ -79,10 +77,10 @@ public:
Vector2 get_collision_point() const;
Vector2 get_collision_normal() const;
- void add_exception_rid(const RID& p_rid);
- void add_exception(const Object* p_object);
- void remove_exception_rid(const RID& p_rid);
- void remove_exception(const Object* p_object);
+ void add_exception_rid(const RID &p_rid);
+ void add_exception(const Object *p_object);
+ void remove_exception_rid(const RID &p_rid);
+ void remove_exception(const Object *p_object);
void clear_exceptions();
RayCast2D();