Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/Layer.h b/libs/hwui/Layer.h
index e5520ea..6921381 100644
--- a/libs/hwui/Layer.h
+++ b/libs/hwui/Layer.h
@@ -16,11 +16,11 @@
#pragma once
-#include <utils/RefBase.h>
#include <GpuMemoryTracker.h>
+#include <utils/RefBase.h>
-#include <SkPaint.h>
#include <SkBlendMode.h>
+#include <SkPaint.h>
#include "Matrix.h"
@@ -43,9 +43,7 @@
Vulkan = 1,
};
- Api getApi() const {
- return mApi;
- }
+ Api getApi() const { return mApi; }
~Layer();
@@ -59,44 +57,28 @@
virtual bool isBlend() const = 0;
- inline void setForceFilter(bool forceFilter) {
- this->forceFilter = forceFilter;
- }
+ inline void setForceFilter(bool forceFilter) { this->forceFilter = forceFilter; }
- inline bool getForceFilter() const {
- return forceFilter;
- }
+ inline bool getForceFilter() const { return forceFilter; }
- inline void setAlpha(int alpha) {
- this->alpha = alpha;
- }
+ inline void setAlpha(int alpha) { this->alpha = alpha; }
inline void setAlpha(int alpha, SkBlendMode mode) {
this->alpha = alpha;
this->mode = mode;
}
- inline int getAlpha() const {
- return alpha;
- }
+ inline int getAlpha() const { return alpha; }
- inline SkBlendMode getMode() const {
- return mode;
- }
+ inline SkBlendMode getMode() const { return mode; }
- inline SkColorFilter* getColorFilter() const {
- return colorFilter;
- }
+ inline SkColorFilter* getColorFilter() const { return colorFilter; }
void setColorFilter(SkColorFilter* filter);
- inline mat4& getTexTransform() {
- return texTransform;
- }
+ inline mat4& getTexTransform() { return texTransform; }
- inline mat4& getTransform() {
- return transform;
- }
+ inline mat4& getTransform() { return transform; }
/**
* Posts a decStrong call to the appropriate thread.
@@ -106,7 +88,7 @@
protected:
Layer(RenderState& renderState, Api api, SkColorFilter* colorFilter, int alpha,
- SkBlendMode mode);
+ SkBlendMode mode);
RenderState& mRenderState;
@@ -143,7 +125,7 @@
*/
mat4 transform;
-}; // struct Layer
+}; // struct Layer
-}; // namespace uirenderer
-}; // namespace android
+}; // namespace uirenderer
+}; // namespace android