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Format all C++ and Java code via clang-format
Signed-off-by: Konstantin Pastbin <konstantin.pastbin@gmail.com>
This commit is contained in:
@@ -19,7 +19,8 @@ namespace
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struct ChoosePositionMarkVertex
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{
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ChoosePositionMarkVertex(glsl::vec2 const & position, glsl::vec2 const & texCoord)
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: m_position(position), m_texCoord(texCoord)
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: m_position(position)
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, m_texCoord(texCoord)
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{}
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glsl::vec2 m_position;
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@@ -31,8 +32,7 @@ class ChoosePositionMarkHandle : public Handle
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using TBase = Handle;
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public:
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ChoosePositionMarkHandle(uint32_t id, m2::PointF const & pivot)
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: Handle(id, dp::Center, pivot)
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ChoosePositionMarkHandle(uint32_t id, m2::PointF const & pivot) : Handle(id, dp::Center, pivot)
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{
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SetIsVisible(true);
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}
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@@ -54,13 +54,11 @@ drape_ptr<ShapeRenderer> ChoosePositionMark::Draw(ref_ptr<dp::GraphicsContext> c
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m2::RectF const texRect = region.GetTexRect();
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ASSERT_EQUAL(m_position.m_anchor, dp::Center, ());
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ChoosePositionMarkVertex vertexes[] =
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{
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ChoosePositionMarkVertex(glsl::vec2(-halfSize.x, halfSize.y), glsl::ToVec2(texRect.LeftTop())),
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ChoosePositionMarkVertex(glsl::vec2(-halfSize.x, -halfSize.y), glsl::ToVec2(texRect.LeftBottom())),
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ChoosePositionMarkVertex(glsl::vec2(halfSize.x, halfSize.y), glsl::ToVec2(texRect.RightTop())),
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ChoosePositionMarkVertex(glsl::vec2(halfSize.x, -halfSize.y), glsl::ToVec2(texRect.RightBottom()))
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};
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ChoosePositionMarkVertex vertexes[] = {
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ChoosePositionMarkVertex(glsl::vec2(-halfSize.x, halfSize.y), glsl::ToVec2(texRect.LeftTop())),
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ChoosePositionMarkVertex(glsl::vec2(-halfSize.x, -halfSize.y), glsl::ToVec2(texRect.LeftBottom())),
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ChoosePositionMarkVertex(glsl::vec2(halfSize.x, halfSize.y), glsl::ToVec2(texRect.RightTop())),
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ChoosePositionMarkVertex(glsl::vec2(halfSize.x, -halfSize.y), glsl::ToVec2(texRect.RightBottom()))};
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auto state = df::CreateRenderState(gpu::Program::TexturingGui, df::DepthLayer::GuiLayer);
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state.SetColorTexture(region.GetTexture());
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@@ -86,8 +84,8 @@ drape_ptr<ShapeRenderer> ChoosePositionMark::Draw(ref_ptr<dp::GraphicsContext> c
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provider.InitStream(0, info, make_ref(&vertexes));
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drape_ptr<dp::OverlayHandle> handle = make_unique_dp<ChoosePositionMarkHandle>(
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GuiHandleChoosePositionMark, m_position.m_pixelPivot);
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drape_ptr<dp::OverlayHandle> handle =
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make_unique_dp<ChoosePositionMarkHandle>(GuiHandleChoosePositionMark, m_position.m_pixelPivot);
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drape_ptr<ShapeRenderer> renderer = make_unique_dp<ShapeRenderer>();
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dp::Batcher batcher(dp::Batcher::IndexPerQuad, dp::Batcher::VertexPerQuad);
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