[godot] Fix up formatter.

This commit is contained in:
Mario Zechner 2022-05-31 12:29:25 +02:00
parent 934034fce4
commit 4239af0a1a
39 changed files with 635 additions and 609 deletions

View File

@ -26,8 +26,8 @@ spotless {
'spine-sfml/**/*.h',
'spine-ue4/**/*.cpp',
'spine-ue4/**/*.h',
'spine-godot/godot/modules/spine_godot/*.cpp',
'spine-godot/godot/modules/spine_godot/*.h'
'spine-godot/spine_godot/*.cpp',
'spine-godot/spine_godot/*.h'
clangFormat("13.0.1").pathToExe("$System.env.CLANGFORMAT").style('file')
}

View File

@ -59,8 +59,7 @@ void SpineAnimationTrack::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug"), "set_debug", "get_debug");
}
SpineAnimationTrack::SpineAnimationTrack():
loop(false),
SpineAnimationTrack::SpineAnimationTrack() : loop(false),
track_index(-1),
mix_duration(-1),
hold_previous(false),

View File

@ -103,7 +103,8 @@ void SpineBoneNode::_get_property_list(List<PropertyInfo>* list) const {
Vector<String> bone_names;
SpineSprite *sprite = find_parent_sprite();
if (sprite) sprite->get_skeleton_data_res()->get_bone_names(bone_names);
else bone_names.push_back(bone_name);
else
bone_names.push_back(bone_name);
auto element = list->front();
while (element) {
auto property_info = element->get();

View File

@ -90,7 +90,8 @@ protected:
SpineObjectWrapper() : spine_owner(nullptr), spine_object(nullptr) {
}
template <typename OWNER, typename OBJECT> void _set_spine_object_internal(const OWNER* _owner, OBJECT* _object) {
template<typename OWNER, typename OBJECT>
void _set_spine_object_internal(const OWNER *_owner, OBJECT *_object) {
if (spine_owner) {
ERR_PRINT("Owner already set.");
return;
@ -119,7 +120,8 @@ protected:
class SpineSprite;
template <typename OBJECT> class SpineSpriteOwnedObject: public SpineObjectWrapper {
template<typename OBJECT>
class SpineSpriteOwnedObject : public SpineObjectWrapper {
public:
void set_spine_object(const SpineSprite *_owner, OBJECT *_object) {
_set_spine_object_internal(_owner, _object);
@ -136,7 +138,8 @@ public:
class SpineSkeletonDataResource;
template <typename OBJECT> class SpineSkeletonDataResourceOwnedObject: public SpineObjectWrapper {
template<typename OBJECT>
class SpineSkeletonDataResourceOwnedObject : public SpineObjectWrapper {
public:
void set_spine_object(const SpineSkeletonDataResource *_owner, OBJECT *_object) {
_set_spine_object_internal(_owner, _object);

View File

@ -177,6 +177,7 @@ class SpineEditorPropertyAnimationMixes: public EditorProperty {
void add_mix();
void delete_mix(int idx);
void update_mix_property(int index);
public:
SpineEditorPropertyAnimationMixes();
void setup(const Ref<SpineSkeletonDataResource> &_skeleton_data) { this->skeleton_data = _skeleton_data; };
@ -194,6 +195,7 @@ class SpineEditorPropertyAnimationMix: public EditorProperty {
static void _bind_methods();
void data_changed(const String &property, const Variant &value, const String &name, bool changing);
public:
SpineEditorPropertyAnimationMix();
void setup(SpineEditorPropertyAnimationMixes *mixes_property, const Ref<SpineSkeletonDataResource> &skeleton_data, int index);
@ -207,6 +209,7 @@ class SpineSpriteInspectorPlugin: public EditorInspectorPlugin {
static void _bind_methods();
void button_clicked(const String &button_name);
public:
bool can_handle(Object *object) override;
void parse_begin(Object *object) override;

View File

@ -20,6 +20,7 @@ protected:
String from;
String to;
float mix;
public:
SpineAnimationMix();

View File

@ -86,6 +86,7 @@ protected:
this->name = _name;
this->attachment = _attachment;
}
private:
int slot_index;
String name;

View File

@ -44,7 +44,6 @@ void SpineSlotData::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_attachment_name", "v"), &SpineSlotData::set_attachment_name);
ClassDB::bind_method(D_METHOD("get_blend_mode"), &SpineSlotData::get_blend_mode);
ClassDB::bind_method(D_METHOD("set_blend_mode", "v"), &SpineSlotData::set_blend_mode);
}
int SpineSlotData::get_index() {

View File

@ -100,7 +100,8 @@ void SpineSlotNode::_get_property_list(List<PropertyInfo>* list) const {
Vector<String> slot_names;
SpineSprite *sprite = cast_to<SpineSprite>(get_parent());
if (sprite) sprite->get_skeleton_data_res()->get_slot_names(slot_names);
else slot_names.push_back(slot_name);
else
slot_names.push_back(slot_name);
auto element = list->front();
while (element) {
auto property_info = element->get();

View File

@ -51,6 +51,7 @@ protected:
bool _set(const StringName &property, const Variant &value);
void on_world_transforms_changed(const Variant &_sprite);
void update_transform(SpineSprite *sprite);
public:
SpineSlotNode();

View File

@ -598,10 +598,18 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
auto slot_node = nodes[0];
if (slot_node) {
switch (blend_mode) {
case spine::BlendMode_Normal: custom_material = slot_node->get_normal_material(); break;
case spine::BlendMode_Additive: custom_material = slot_node->get_additive_material(); break;
case spine::BlendMode_Multiply: custom_material = slot_node->get_multiply_material(); break;
case spine::BlendMode_Screen: custom_material = slot_node->get_screen_material(); break;
case spine::BlendMode_Normal:
custom_material = slot_node->get_normal_material();
break;
case spine::BlendMode_Additive:
custom_material = slot_node->get_additive_material();
break;
case spine::BlendMode_Multiply:
custom_material = slot_node->get_multiply_material();
break;
case spine::BlendMode_Screen:
custom_material = slot_node->get_screen_material();
break;
}
}
}
@ -609,16 +617,25 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
// Else, check if we have a material on the sprite itself
if (!custom_material.is_valid()) {
switch (blend_mode) {
case spine::BlendMode_Normal: custom_material = normal_material; break;
case spine::BlendMode_Additive: custom_material = additive_material; break;
case spine::BlendMode_Multiply: custom_material = multiply_material; break;
case spine::BlendMode_Screen: custom_material = screen_material; break;
case spine::BlendMode_Normal:
custom_material = normal_material;
break;
case spine::BlendMode_Additive:
custom_material = additive_material;
break;
case spine::BlendMode_Multiply:
custom_material = multiply_material;
break;
case spine::BlendMode_Screen:
custom_material = screen_material;
break;
}
}
// Set the custom material, or the default material
if (custom_material.is_valid()) mesh_instance->set_material(custom_material);
else mesh_instance->set_material(default_materials[slot->getData().getBlendMode()]);
else
mesh_instance->set_material(default_materials[slot->getData().getBlendMode()]);
}
skeleton_clipper->clipEnd(*slot);
}