Format more engine code

This commit is contained in:
Wojtek Figat
2022-06-14 20:17:00 +02:00
parent 7c923198e0
commit b49e5e9984
219 changed files with 348 additions and 1236 deletions

View File

@@ -11,7 +11,7 @@
/// </summary>
API_STRUCT() struct FLAXENGINE_API GamepadVibrationState
{
DECLARE_SCRIPTING_TYPE_MINIMAL(GamepadVibrationState);
DECLARE_SCRIPTING_TYPE_MINIMAL(GamepadVibrationState);
/// <summary>
/// The left large motor vibration.
@@ -74,9 +74,8 @@ struct FLAXENGINE_API GamepadLayout
/// </summary>
API_CLASS(NoSpawn, Sealed) class FLAXENGINE_API Gamepad : public InputDevice
{
DECLARE_SCRIPTING_TYPE_NO_SPAWN(Gamepad);
DECLARE_SCRIPTING_TYPE_NO_SPAWN(Gamepad);
public:
/// <summary>
/// The universal gamepad state description. All hardware gamepad device handlers should map input to match this structure.
/// Later on, each gamepad may use individual layout for a game.
@@ -103,7 +102,6 @@ public:
};
protected:
Guid _productId;
State _state;
State _mappedState;
@@ -112,14 +110,12 @@ protected:
explicit Gamepad(const Guid& productId, const String& name);
public:
/// <summary>
/// The gamepad layout.
/// </summary>
GamepadLayout Layout;
public:
/// <summary>
/// Gets the gamepad device type identifier.
/// </summary>
@@ -179,7 +175,6 @@ public:
}
public:
/// <summary>
/// Sets the state of the gamepad vibration. Ignored if controller does not support this.
/// </summary>
@@ -204,7 +199,6 @@ public:
}
public:
// [InputDevice]
void ResetState() override;
bool Update(EventQueue& queue) final override;