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Style: Enforce separation line between function definitions

I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
This commit is contained in:
Rémi Verschelde
2020-05-14 14:29:06 +02:00
parent 0be6d925dc
commit 07bc4e2f96
409 changed files with 2286 additions and 0 deletions

View File

@@ -150,6 +150,7 @@ bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
return true;
}
void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < bones.size(); i++) {
String prep = "bones/" + itos(i) + "/";
@@ -407,6 +408,7 @@ void Skeleton3D::add_bone(const String &p_name) {
_make_dirty();
update_gizmo();
}
int Skeleton3D::find_bone(const String &p_name) const {
for (int i = 0; i < bones.size(); i++) {
if (bones[i].name == p_name)
@@ -415,6 +417,7 @@ int Skeleton3D::find_bone(const String &p_name) const {
return -1;
}
String Skeleton3D::get_bone_name(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), "");
@@ -485,6 +488,7 @@ void Skeleton3D::set_bone_rest(int p_bone, const Transform &p_rest) {
bones.write[p_bone].rest = p_rest;
_make_dirty();
}
Transform Skeleton3D::get_bone_rest(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
@@ -497,6 +501,7 @@ void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
bones.write[p_bone].enabled = p_enabled;
_make_dirty();
}
bool Skeleton3D::is_bone_enabled(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), false);
return bones[p_bone].enabled;
@@ -515,6 +520,7 @@ void Skeleton3D::bind_child_node_to_bone(int p_bone, Node *p_node) {
bones.write[p_bone].nodes_bound.push_back(id);
}
void Skeleton3D::unbind_child_node_from_bone(int p_bone, Node *p_node) {
ERR_FAIL_NULL(p_node);
ERR_FAIL_INDEX(p_bone, bones.size());
@@ -522,6 +528,7 @@ void Skeleton3D::unbind_child_node_from_bone(int p_bone, Node *p_node) {
ObjectID id = p_node->get_instance_id();
bones.write[p_bone].nodes_bound.erase(id);
}
void Skeleton3D::get_bound_child_nodes_to_bone(int p_bone, List<Node *> *p_bound) const {
ERR_FAIL_INDEX(p_bone, bones.size());
@@ -549,6 +556,7 @@ void Skeleton3D::set_bone_pose(int p_bone, const Transform &p_pose) {
_make_dirty();
}
}
Transform Skeleton3D::get_bone_pose(int p_bone) const {
ERR_FAIL_INDEX_V(p_bone, bones.size(), Transform());
return bones[p_bone].pose;