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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
167 lines
5.0 KiB
C++
167 lines
5.0 KiB
C++
/*************************************************************************/
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/* light_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef LIGHT_2D_H
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#define LIGHT_2D_H
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#include "scene/2d/node_2d.h"
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class Light2D : public Node2D {
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GDCLASS(Light2D, Node2D);
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public:
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enum Mode {
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MODE_ADD,
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MODE_SUB,
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MODE_MIX,
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MODE_MASK,
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};
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enum ShadowFilter {
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SHADOW_FILTER_NONE,
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SHADOW_FILTER_PCF5,
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SHADOW_FILTER_PCF13,
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SHADOW_FILTER_MAX
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};
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private:
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RID canvas_light;
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bool enabled;
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bool editor_only;
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bool shadow;
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Color color;
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Color shadow_color;
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float height;
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float _scale;
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float energy;
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int z_min;
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int z_max;
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int layer_min;
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int layer_max;
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int item_mask;
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int item_shadow_mask;
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int shadow_buffer_size;
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float shadow_smooth;
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Mode mode;
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Ref<Texture2D> texture;
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Vector2 texture_offset;
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ShadowFilter shadow_filter;
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void _update_light_visibility();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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#ifdef TOOLS_ENABLED
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virtual Dictionary _edit_get_state() const;
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virtual void _edit_set_state(const Dictionary &p_state);
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virtual void _edit_set_pivot(const Point2 &p_pivot);
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virtual Point2 _edit_get_pivot() const;
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virtual bool _edit_use_pivot() const;
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_use_rect() const;
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#endif
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virtual Rect2 get_anchorable_rect() const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_editor_only(bool p_editor_only);
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bool is_editor_only() const;
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void set_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture() const;
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void set_texture_offset(const Vector2 &p_offset);
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Vector2 get_texture_offset() const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_height(float p_height);
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float get_height() const;
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void set_energy(float p_energy);
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float get_energy() const;
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void set_texture_scale(float p_scale);
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float get_texture_scale() const;
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void set_z_range_min(int p_min_z);
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int get_z_range_min() const;
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void set_z_range_max(int p_max_z);
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int get_z_range_max() const;
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void set_layer_range_min(int p_min_layer);
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int get_layer_range_min() const;
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void set_layer_range_max(int p_max_layer);
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int get_layer_range_max() const;
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void set_item_cull_mask(int p_mask);
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int get_item_cull_mask() const;
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void set_item_shadow_cull_mask(int p_mask);
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int get_item_shadow_cull_mask() const;
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_shadow_enabled(bool p_enabled);
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bool is_shadow_enabled() const;
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void set_shadow_buffer_size(int p_size);
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int get_shadow_buffer_size() const;
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void set_shadow_filter(ShadowFilter p_filter);
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ShadowFilter get_shadow_filter() const;
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void set_shadow_color(const Color &p_shadow_color);
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Color get_shadow_color() const;
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void set_shadow_smooth(float p_amount);
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float get_shadow_smooth() const;
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String get_configuration_warning() const;
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Light2D();
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~Light2D();
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};
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VARIANT_ENUM_CAST(Light2D::Mode);
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VARIANT_ENUM_CAST(Light2D::ShadowFilter);
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#endif // LIGHT_2D_H
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