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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

@@ -66,6 +66,7 @@ bool VisualShaderNode::is_port_separator(int p_index) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
return Vector<VisualShader::DefaultTextureParam>();
}
String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return String();
}
@@ -90,6 +91,7 @@ Array VisualShaderNode::get_default_input_values() const {
}
return ret;
}
void VisualShaderNode::set_default_input_values(const Array &p_values) {
if (p_values.size() % 2 == 0) {
for (int i = 0; i < p_values.size(); i += 2) {
@@ -389,6 +391,7 @@ Vector<int> VisualShader::get_node_list(Type p_type) const {
return ret;
}
int VisualShader::get_valid_node_id(Type p_type) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
const Graph *g = &graph[p_type];
@@ -1724,9 +1727,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
int VisualShaderNodeInput::get_input_port_count() const {
return 0;
}
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeInput::get_input_port_name(int p_port) const {
return "";
}
@@ -1734,9 +1739,11 @@ String VisualShaderNodeInput::get_input_port_name(int p_port) const {
int VisualShaderNodeInput::get_output_port_count() const {
return 1;
}
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
return get_input_type_by_name(input_name);
}
String VisualShaderNodeInput::get_output_port_name(int p_port) const {
return "";
}
@@ -1932,6 +1939,7 @@ void VisualShaderNodeInput::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
ADD_SIGNAL(MethodInfo("input_type_changed"));
}
VisualShaderNodeInput::VisualShaderNodeInput() {
input_name = "[None]";
// changed when set
@@ -2064,9 +2072,11 @@ Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
int VisualShaderNodeOutput::get_output_port_count() const {
return 0;
}
VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
return String();
}