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

@@ -17,67 +17,75 @@
using namespace Shared::Map;
namespace Shared { namespace Graphics {
namespace Shared {
namespace Graphics {
class GraphicsFactory;
class Context;
class Texture2D;
class Model;
class GraphicsFactory;
class Context;
class Texture2D;
class Model;
enum ResourceScope {
rsGlobal,
rsMenu,
rsGame,
enum ResourceScope {
rsGlobal,
rsMenu,
rsGame,
rsCount
};
rsCount
};
class RendererInterface {
public:
virtual Texture2D *newTexture2D(ResourceScope rs) = 0;
virtual Model *newModel(ResourceScope rs,const string &path,bool deletePixMapAfterLoad=false,std::map<string,vector<pair<string, string> > > *loadedFileList=NULL, string *sourceLoader=NULL) = 0;
class RendererInterface {
public:
virtual Texture2D *newTexture2D(ResourceScope rs) = 0;
virtual Model *newModel(ResourceScope rs, const string &path, bool deletePixMapAfterLoad = false, std::map<string, vector<pair<string, string> > > *loadedFileList = NULL, string *sourceLoader = NULL) = 0;
virtual ~RendererInterface() {}
};
virtual ~RendererInterface() {
}
};
class RendererMapInterface {
public:
virtual void initMapSurface(int clientW, int clientH) = 0;
virtual void renderMap(MapPreview *map, int x, int y, int clientW, int clientH, int cellSize, bool grid, bool heightMap, bool hideWater) = 0;
class RendererMapInterface {
public:
virtual void initMapSurface(int clientW, int clientH) = 0;
virtual void renderMap(MapPreview *map, int x, int y, int clientW, int clientH, int cellSize, bool grid, bool heightMap, bool hideWater) = 0;
virtual ~RendererMapInterface() {}
};
virtual ~RendererMapInterface() {
}
};
// =====================================================
// class GraphicsInterface
//
/// Interface for the graphic engine
// =====================================================
// =====================================================
// class GraphicsInterface
//
/// Interface for the graphic engine
// =====================================================
class GraphicsInterface {
private:
GraphicsFactory *graphicsFactory;
Context *currentContext;
class GraphicsInterface {
private:
GraphicsFactory *graphicsFactory;
Context *currentContext;
private:
friend class TextureManager;
friend class FontManager;
private:
friend class TextureManager;
friend class FontManager;
private:
GraphicsInterface();
GraphicsInterface(GraphicsInterface &);
void operator=(GraphicsInterface &);
private:
GraphicsInterface();
GraphicsInterface(GraphicsInterface &);
void operator=(GraphicsInterface &);
public:
static GraphicsInterface &getInstance();
public:
static GraphicsInterface &getInstance();
void setFactory(GraphicsFactory *graphicsFactory);
void setCurrentContext(Context *context);
void setFactory(GraphicsFactory *graphicsFactory);
void setCurrentContext(Context *context);
Context *getCurrentContext() const {return currentContext;}
GraphicsFactory *getFactory() const {return graphicsFactory;}
};
Context *getCurrentContext() const {
return currentContext;
}
GraphicsFactory *getFactory() const {
return graphicsFactory;
}
};
}}//end namespace
}
}//end namespace
#endif