Revert "Formatting errors to test GH Action."

This reverts commit 1800b235458b331b87bed27ce5aee55575163fc7.
This commit is contained in:
Mario Zechner 2021-08-18 21:21:09 +02:00
parent 1800b23545
commit 0bf2fb6059
5 changed files with 36 additions and 36 deletions

View File

@ -52,7 +52,7 @@ typedef struct {
_spUpdate *updateCache;
} _spSkeleton;
spSkeleton *spSkeleton_create (spSkeletonData *data) {
spSkeleton *spSkeleton_create(spSkeletonData *data) {
int i;
int *childrenCounts;

View File

@ -57,7 +57,7 @@
using namespace spine;
Skeleton::Skeleton (SkeletonData *skeletonData) : _data(skeletonData),
Skeleton::Skeleton(SkeletonData *skeletonData) : _data(skeletonData),
_skin(NULL),
_color(1, 1, 1, 1),
_time(0),

View File

@ -31,7 +31,7 @@ using System;
using System.Collections.Generic;
namespace Spine {
public class Skeleton{
public class Skeleton {
internal SkeletonData data;
internal ExposedList<Bone> bones;
internal ExposedList<Slot> slots;

View File

@ -62,7 +62,7 @@ public class Skeleton {
float scaleX = 1, scaleY = 1;
float x, y;
public Skeleton(SkeletonData data) {
public Skeleton (SkeletonData data) {
if (data == null) throw new IllegalArgumentException("data cannot be null.");
this.data = data;

View File

@ -32,7 +32,7 @@ module spine {
/** Stores the current pose for a skeleton.
*
* See [Instance objects](http://esotericsoftware.com/spine-runtime-architecture#Instance-objects) in the Spine Runtimes Guide. */
export class Skeleton {
export class Skeleton {
/** The skeleton's setup pose data. */
data: SkeletonData;
@ -69,11 +69,11 @@ module spine {
time = 0;
/** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale
* inheritance. */
* inheritance. */
scaleX = 1;
/** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale
* inheritance. */
* inheritance. */
scaleY = 1;
/** Sets the skeleton X position, which is added to the root bone worldX position. */
@ -82,7 +82,7 @@ module spine {
/** Sets the skeleton Y position, which is added to the root bone worldY position. */
y = 0;
constructor(data: SkeletonData) {
constructor (data: SkeletonData) {
if (!data) throw new Error("data cannot be null.");
this.data = data;
@ -134,7 +134,7 @@ module spine {
/** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones,
* constraints, or weighted path attachments are added or removed. */
updateCache() {
updateCache () {
let updateCache = this._updateCache;
updateCache.length = 0;
@ -193,7 +193,7 @@ module spine {
this.sortBone(bones[i]);
}
sortIkConstraint(constraint: IkConstraint) {
sortIkConstraint (constraint: IkConstraint) {
constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin && Utils.contains(this.skin.constraints, constraint.data, true)));
if (!constraint.active) return;
@ -218,7 +218,7 @@ module spine {
}
}
sortPathConstraint(constraint: PathConstraint) {
sortPathConstraint (constraint: PathConstraint) {
constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || (this.skin && Utils.contains(this.skin.constraints, constraint.data, true)));
if (!constraint.active) return;
@ -247,7 +247,7 @@ module spine {
constrained[i].sorted = true;
}
sortTransformConstraint(constraint: TransformConstraint) {
sortTransformConstraint (constraint: TransformConstraint) {
constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin && Utils.contains(this.skin.constraints, constraint.data, true)));
if (!constraint.active) return;
@ -275,7 +275,7 @@ module spine {
constrained[i].sorted = true;
}
sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone) {
sortPathConstraintAttachment (skin: Skin, slotIndex: number, slotBone: Bone) {
let attachments = skin.attachments[slotIndex];
if (!attachments) return;
for (let key in attachments) {
@ -283,7 +283,7 @@ module spine {
}
}
sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone) {
sortPathConstraintAttachmentWith (attachment: Attachment, slotBone: Bone) {
if (!(attachment instanceof PathAttachment)) return;
let pathBones = (<PathAttachment>attachment).bones;
if (!pathBones)
@ -299,7 +299,7 @@ module spine {
}
}
sortBone(bone: Bone) {
sortBone (bone: Bone) {
if (bone.sorted) return;
let parent = bone.parent;
if (parent) this.sortBone(parent);
@ -307,7 +307,7 @@ module spine {
this._updateCache.push(bone);
}
sortReset(bones: Array<Bone>) {
sortReset (bones: Array<Bone>) {
for (let i = 0, n = bones.length; i < n; i++) {
let bone = bones[i];
if (!bone.active) continue;
@ -320,7 +320,7 @@ module spine {
*
* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
* Runtimes Guide. */
updateWorldTransform() {
updateWorldTransform () {
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++) {
let bone = bones[i];
@ -338,7 +338,7 @@ module spine {
updateCache[i].update();
}
updateWorldTransformWith(parent: Bone) {
updateWorldTransformWith (parent: Bone) {
// Apply the parent bone transform to the root bone. The root bone always inherits scale, rotation and reflection.
let rootBone = this.getRootBone();
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
@ -364,13 +364,13 @@ module spine {
}
/** Sets the bones, constraints, and slots to their setup pose values. */
setToSetupPose() {
setToSetupPose () {
this.setBonesToSetupPose();
this.setSlotsToSetupPose();
}
/** Sets the bones and constraints to their setup pose values. */
setBonesToSetupPose() {
setBonesToSetupPose () {
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
bones[i].setToSetupPose();
@ -410,7 +410,7 @@ module spine {
}
/** Sets the slots and draw order to their setup pose values. */
setSlotsToSetupPose() {
setSlotsToSetupPose () {
let slots = this.slots;
Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
for (let i = 0, n = slots.length; i < n; i++)
@ -418,13 +418,13 @@ module spine {
}
/** @returns May return null. */
getRootBone() {
getRootBone () {
if (this.bones.length == 0) return null;
return this.bones[0];
}
/** @returns May be null. */
findBone(boneName: string) {
findBone (boneName: string) {
if (!boneName) throw new Error("boneName cannot be null.");
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++) {
@ -435,7 +435,7 @@ module spine {
}
/** @returns -1 if the bone was not found. */
findBoneIndex(boneName: string) {
findBoneIndex (boneName: string) {
if (!boneName) throw new Error("boneName cannot be null.");
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
@ -446,7 +446,7 @@ module spine {
/** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
* repeatedly.
* @returns May be null. */
findSlot(slotName: string) {
findSlot (slotName: string) {
if (!slotName) throw new Error("slotName cannot be null.");
let slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++) {
@ -457,7 +457,7 @@ module spine {
}
/** @returns -1 if the bone was not found. */
findSlotIndex(slotName: string) {
findSlotIndex (slotName: string) {
if (!slotName) throw new Error("slotName cannot be null.");
let slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++)
@ -468,7 +468,7 @@ module spine {
/** Sets a skin by name.
*
* See {@link #setSkin()}. */
setSkinByName(skinName: string) {
setSkinByName (skinName: string) {
let skin = this.data.findSkin(skinName);
if (!skin) throw new Error("Skin not found: " + skinName);
this.setSkin(skin);
@ -484,7 +484,7 @@ module spine {
* {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the
* skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
* @param newSkin May be null. */
setSkin(newSkin: Skin) {
setSkin (newSkin: Skin) {
if (newSkin == this.skin) return;
if (newSkin) {
if (this.skin)
@ -511,7 +511,7 @@ module spine {
*
* See {@link #getAttachment()}.
* @returns May be null. */
getAttachmentByName(slotName: string, attachmentName: string): Attachment {
getAttachmentByName (slotName: string, attachmentName: string): Attachment {
return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
}
@ -520,7 +520,7 @@ module spine {
*
* See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide.
* @returns May be null. */
getAttachment(slotIndex: number, attachmentName: string): Attachment {
getAttachment (slotIndex: number, attachmentName: string): Attachment {
if (!attachmentName) throw new Error("attachmentName cannot be null.");
if (this.skin) {
let attachment: Attachment = this.skin.getAttachment(slotIndex, attachmentName);
@ -533,7 +533,7 @@ module spine {
/** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with
* {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}.
* @param attachmentName May be null to clear the slot's attachment. */
setAttachment(slotName: string, attachmentName: string) {
setAttachment (slotName: string, attachmentName: string) {
if (!slotName) throw new Error("slotName cannot be null.");
let slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++) {
@ -555,7 +555,7 @@ module spine {
/** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method
* than to call it repeatedly.
* @return May be null. */
findIkConstraint(constraintName: string) {
findIkConstraint (constraintName: string) {
if (!constraintName) throw new Error("constraintName cannot be null.");
let ikConstraints = this.ikConstraints;
for (let i = 0, n = ikConstraints.length; i < n; i++) {
@ -568,7 +568,7 @@ module spine {
/** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of
* this method than to call it repeatedly.
* @return May be null. */
findTransformConstraint(constraintName: string) {
findTransformConstraint (constraintName: string) {
if (!constraintName) throw new Error("constraintName cannot be null.");
let transformConstraints = this.transformConstraints;
for (let i = 0, n = transformConstraints.length; i < n; i++) {
@ -581,7 +581,7 @@ module spine {
/** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
* than to call it repeatedly.
* @return May be null. */
findPathConstraint(constraintName: string) {
findPathConstraint (constraintName: string) {
if (!constraintName) throw new Error("constraintName cannot be null.");
let pathConstraints = this.pathConstraints;
for (let i = 0, n = pathConstraints.length; i < n; i++) {
@ -595,7 +595,7 @@ module spine {
* @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
* @param size An output value, the width and height of the AABB.
* @param temp Working memory to temporarily store attachments' computed world vertices. */
getBounds(offset: Vector2, size: Vector2, temp: Array<number> = new Array<number>(2)) {
getBounds (offset: Vector2, size: Vector2, temp: Array<number> = new Array<number>(2)) {
if (!offset) throw new Error("offset cannot be null.");
if (!size) throw new Error("size cannot be null.");
let drawOrder = this.drawOrder;
@ -631,7 +631,7 @@ module spine {
}
/** Increments the skeleton's {@link #time}. */
update(delta: number) {
update (delta: number) {
this.time += delta;
}
}