Fixed the god-awful indentation

This commit is contained in:
mathusummut
2018-05-06 00:01:36 +02:00
parent 643e3820f5
commit 35b7b1f1a6
459 changed files with 204893 additions and 217545 deletions

View File

@@ -20,75 +20,118 @@ using std::string;
#include "leak_dumper.h"
namespace Shared{ namespace Graphics{
namespace Shared {
namespace Graphics {
class Context;
class Context;
class TextureManager;
class Texture1D;
class Texture2D;
class Texture3D;
class TextureCube;
class ModelManager;
class ModelRenderer;
class Model;
class TextureManager;
class Texture1D;
class Texture2D;
class Texture3D;
class TextureCube;
class FontManager;
class TextRenderer2D;
class TextRenderer3D;
class Font2D;
class Font3D;
class ModelManager;
class ModelRenderer;
class Model;
class ParticleManager;
class ParticleRenderer;
class ShaderManager;
class ShaderProgram;
class VertexShader;
class FragmentShader;
class FontManager;
class TextRenderer2D;
class TextRenderer3D;
class Font2D;
class Font3D;
// =====================================================
// class GraphicsFactory
// =====================================================
class ParticleManager;
class ParticleRenderer;
class GraphicsFactory{
public:
virtual ~GraphicsFactory(){}
class ShaderManager;
class ShaderProgram;
class VertexShader;
class FragmentShader;
//context
virtual Context *newContext() {return NULL;}
// =====================================================
// class GraphicsFactory
// =====================================================
//textures
virtual TextureManager *newTextureManager() {return NULL;}
virtual Texture1D *newTexture1D() {return NULL;}
virtual Texture2D *newTexture2D() {return NULL;}
virtual Texture3D *newTexture3D() {return NULL;}
virtual TextureCube *newTextureCube() {return NULL;}
//models
virtual ModelManager *newModelManager() {return NULL;}
virtual ModelRenderer *newModelRenderer() {return NULL;}
virtual Model *newModel(const string &path,TextureManager* textureManager,bool deletePixMapAfterLoad,std::map<string,std::vector<std::pair<string, string> > > *loadedFileList, string *sourceLoader) {return NULL;}
class GraphicsFactory {
public:
virtual ~GraphicsFactory() {
}
//text
virtual FontManager *newFontManager() {return NULL;}
virtual TextRenderer2D *newTextRenderer2D() {return NULL;}
virtual TextRenderer3D *newTextRenderer3D() {return NULL;}
virtual Font2D *newFont2D() {return NULL;}
virtual Font3D *newFont3D() {return NULL;}
//context
virtual Context *newContext() {
return NULL;
}
//particles
virtual ParticleManager *newParticleManager() {return NULL;}
virtual ParticleRenderer *newParticleRenderer() {return NULL;}
//shaders
virtual ShaderManager *newShaderManager() {return NULL;}
virtual ShaderProgram *newShaderProgram() {return NULL;}
virtual VertexShader *newVertexShader() {return NULL;}
virtual FragmentShader *newFragmentShader() {return NULL;}
};
//textures
virtual TextureManager *newTextureManager() {
return NULL;
}
virtual Texture1D *newTexture1D() {
return NULL;
}
virtual Texture2D *newTexture2D() {
return NULL;
}
virtual Texture3D *newTexture3D() {
return NULL;
}
virtual TextureCube *newTextureCube() {
return NULL;
}
}}//end namespace
//models
virtual ModelManager *newModelManager() {
return NULL;
}
virtual ModelRenderer *newModelRenderer() {
return NULL;
}
virtual Model *newModel(const string &path, TextureManager* textureManager, bool deletePixMapAfterLoad, std::map<string, std::vector<std::pair<string, string> > > *loadedFileList, string *sourceLoader) {
return NULL;
}
//text
virtual FontManager *newFontManager() {
return NULL;
}
virtual TextRenderer2D *newTextRenderer2D() {
return NULL;
}
virtual TextRenderer3D *newTextRenderer3D() {
return NULL;
}
virtual Font2D *newFont2D() {
return NULL;
}
virtual Font3D *newFont3D() {
return NULL;
}
//particles
virtual ParticleManager *newParticleManager() {
return NULL;
}
virtual ParticleRenderer *newParticleRenderer() {
return NULL;
}
//shaders
virtual ShaderManager *newShaderManager() {
return NULL;
}
virtual ShaderProgram *newShaderProgram() {
return NULL;
}
virtual VertexShader *newVertexShader() {
return NULL;
}
virtual FragmentShader *newFragmentShader() {
return NULL;
}
};
}
}//end namespace
#endif