used clang-format to format the code

This commit is contained in:
2022-10-10 21:54:12 -03:00
parent 57cc75c249
commit 3b533fb03d
33 changed files with 145 additions and 154 deletions

View File

@@ -13,7 +13,7 @@ namespace alai
*/
class State : public StateMachine
{
GODOT_CLASS(State, Node)
GODOT_CLASS(State, Node)
private:
/**
@@ -98,6 +98,6 @@ namespace alai
*/
virtual StateMachine *get_state_machine() final;
};
}
} // namespace alai
#endif

View File

@@ -1,6 +1,5 @@
#include "state_machine/StateMachine.h"
#include "state_machine/State.h"
#include "state_machine/StateMachine.h"
void alai::StateMachine::_register_methods()
{
@@ -54,7 +53,7 @@ void alai::StateMachine::setup()
if (children.size() > 0)
{
WARN_PRINT("The state machine doesn't have a default state set, using first child!");
auto child = Object::cast_to<Node>(children[0].operator Object*());
auto child = Object::cast_to<Node>(children[0].operator Object * ());
set_current_state(child->get_name());
}
else
@@ -66,7 +65,7 @@ void alai::StateMachine::setup()
for (uint8_t i = 0; i < children.size(); i++)
{
auto child = Object::cast_to<Node>(children[i].operator Object*());
auto child = Object::cast_to<Node>(children[i].operator Object * ());
child->call("set_state_machine", this);
@@ -83,7 +82,8 @@ void alai::StateMachine::setup()
{
this->call("_state_enter", get_current_state());
}
else {
else
{
WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
}
}
@@ -93,7 +93,7 @@ void alai::StateMachine::add_states()
auto children = get_children();
for (uint8_t i = 0; i < children.size(); i++)
{
auto child = Object::cast_to<Node>(children[i].operator Object*());
auto child = Object::cast_to<Node>(children[i].operator Object * ());
add_state(child->get_name(), child);
}
}
@@ -120,7 +120,7 @@ bool alai::StateMachine::has(const godot::String state)
return states.has(state);
}
void alai::StateMachine::restart(const godot::String state, const godot::Array& args)
void alai::StateMachine::restart(const godot::String state, const godot::Array &args)
{
this->call("_state_exit", state, args);
this->call("_state_enter", state, args);
@@ -162,7 +162,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
if (get_current_state() != "")
{
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
if (child != nullptr)
{
this->remove_child(child);
@@ -175,7 +175,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
}
set_current_state(state);
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
this->add_child(child);
state_node = Object::cast_to<Node>(this->states[get_current_state()]);
@@ -204,7 +204,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
godot::Variant alai::StateMachine::call(const godot::String method, const godot::Array &args)
{
auto node = Object::cast_to<Node>(states[get_current_state()].operator Object*());
auto node = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
if (node)
{
if (node->has_method(method))
@@ -269,7 +269,7 @@ void alai::StateMachine::_on_StateMachine_tree_exiting()
auto keys = states.keys();
for (uint8_t i = 0; i < keys.size(); i++)
{
auto child = Object::cast_to<Node>(states[keys[i]].operator Object*());
auto child = Object::cast_to<Node>(states[keys[i]].operator Object * ());
if (child)
{
auto children = get_children();

View File

@@ -12,7 +12,7 @@ namespace alai
*/
class StateMachine : public godot::Node
{
GODOT_CLASS(StateMachine, godot::Node)
GODOT_CLASS(StateMachine, godot::Node)
private:
/**
@@ -126,7 +126,7 @@ namespace alai
* @param[in] state The state that is being restarted.
* @param[in] args The arguments to pass to the state on exit and enter.
*/
void restart(const godot::String state, const godot::Array& args = godot::Array());
void restart(const godot::String state, const godot::Array &args = godot::Array());
/**
* @brief Change to a different state.
@@ -214,7 +214,7 @@ namespace alai
* @param[in] state The state being restarted.
* @param[in] args The arguments to pass when restarting.
*/
template <class ...Args> void restart(const godot::String state, Args ...args)
template<class... Args> void restart(const godot::String state, Args... args)
{
return restart(state, godot::Array::make(args...));
}
@@ -226,7 +226,7 @@ namespace alai
* @param[in] state The state to change to.
* @param[in] args The arguments to pass to the new state.
*/
template <class ...Args> void change(const godot::String state, Args ...args)
template<class... Args> void change(const godot::String state, Args... args)
{
return change(state, godot::Array::make(args...));
}
@@ -239,7 +239,7 @@ namespace alai
* @param[in] args The arguments to pass to it.
* @return Variant The Variant object returned by the method called.
*/
template <class ...Args> godot::Variant call(const godot::String method, Args ...args)
template<class... Args> godot::Variant call(const godot::String method, Args... args)
{
return call(method, godot::Array::make(args...));
}
@@ -252,11 +252,11 @@ namespace alai
* @param[in] args The arguments to pass.
* @return Variant The Variant object returned by the method called.
*/
template <class ...Args> godot::Variant _call(const godot::String method, Args ...args)
template<class... Args> godot::Variant _call(const godot::String method, Args... args)
{
return _call(method, godot::Array::make(args...));
}
};
}
} // namespace alai
#endif