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Fix code formatting

Igor Segalla 6 years ago
parent
commit
dec79fa32f

+ 3 - 3
Source/Samples/Utilities2D/Sample2D.h

@@ -61,11 +61,11 @@ public:
     ~Sample2D() override = default;
     ~Sample2D() override = default;
 
 
     /// Generate physics collision shapes from the tmx file's objects located in tileMapLayer.
     /// Generate physics collision shapes from the tmx file's objects located in tileMapLayer.
-    void CreateCollisionShapesFromTMXObjects(Node* tileMapNode, TileMapLayer2D* tileMapLayer,const TileMapInfo2D& info);
+    void CreateCollisionShapesFromTMXObjects(Node* tileMapNode, TileMapLayer2D* tileMapLayer, const TileMapInfo2D& info);
     /// Build collision shape from Tiled 'Rectangle' objects.
     /// Build collision shape from Tiled 'Rectangle' objects.
-    CollisionBox2D* CreateRectangleShape(Node* node, TileMapObject2D* object, const Vector2& size,const TileMapInfo2D& info);
+    CollisionBox2D* CreateRectangleShape(Node* node, TileMapObject2D* object, const Vector2& size, const TileMapInfo2D& info);
     /// Build collision shape from Tiled 'Ellipse' objects.
     /// Build collision shape from Tiled 'Ellipse' objects.
-    CollisionCircle2D* CreateCircleShape(Node* node, TileMapObject2D* object, float radius,const TileMapInfo2D& info);
+    CollisionCircle2D* CreateCircleShape(Node* node, TileMapObject2D* object, float radius, const TileMapInfo2D& info);
     /// Build collision shape from Tiled 'Polygon' objects.
     /// Build collision shape from Tiled 'Polygon' objects.
     CollisionPolygon2D* CreatePolygonShape(Node* node, TileMapObject2D* object);
     CollisionPolygon2D* CreatePolygonShape(Node* node, TileMapObject2D* object);
     /// Build collision shape from Tiled 'Poly Line' objects.
     /// Build collision shape from Tiled 'Poly Line' objects.

+ 3 - 3
Source/Urho3D/Urho2D/AnimatedSprite2D.cpp

@@ -496,9 +496,9 @@ void AnimatedSprite2D::UpdateSourceBatchesSpriter()
         vertex2.uv_ = textureRect.max_;
         vertex2.uv_ = textureRect.max_;
         vertex3.uv_ = Vector2(textureRect.max_.x_, textureRect.min_.y_);
         vertex3.uv_ = Vector2(textureRect.max_.x_, textureRect.min_.y_);
 
 
-		Color finalColor;
-		finalColor.FromUInt( color );
-		finalColor.a_ = info.alpha_;
+        Color finalColor;
+        finalColor.FromUInt(color);
+        finalColor.a_ = info.alpha_;
 
 
         vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = finalColor.ToUInt();
         vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = finalColor.ToUInt();