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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.
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@@ -197,6 +197,7 @@ void *RenderingServerScene::_instance_pair(void *p_self, OctreeElementID, Instan
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return nullptr;
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}
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void RenderingServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *udata) {
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//RenderingServerScene *self = (RenderingServerScene*)p_self;
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Instance *A = p_A;
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@@ -499,6 +500,7 @@ void RenderingServerScene::instance_set_base(RID p_instance, RID p_base) {
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_instance_queue_update(instance, true, true);
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}
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void RenderingServerScene::instance_set_scenario(RID p_instance, RID p_scenario) {
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Instance *instance = instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!instance);
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@@ -583,12 +585,14 @@ void RenderingServerScene::instance_set_scenario(RID p_instance, RID p_scenario)
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_instance_queue_update(instance, true, true);
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}
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}
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void RenderingServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
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Instance *instance = instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!instance);
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instance->layer_mask = p_mask;
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}
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void RenderingServerScene::instance_set_transform(RID p_instance, const Transform &p_transform) {
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Instance *instance = instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!instance);
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@@ -612,12 +616,14 @@ void RenderingServerScene::instance_set_transform(RID p_instance, const Transfor
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instance->transform = p_transform;
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_instance_queue_update(instance, true);
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}
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void RenderingServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
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Instance *instance = instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!instance);
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instance->object_id = p_id;
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}
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void RenderingServerScene::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
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Instance *instance = instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!instance);
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@@ -690,6 +696,7 @@ void RenderingServerScene::instance_set_visible(RID p_instance, bool p_visible)
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}
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}
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}
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inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
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return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES || p_type == RS::INSTANCE_IMMEDIATE;
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}
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@@ -766,6 +773,7 @@ Vector<ObjectID> RenderingServerScene::instances_cull_aabb(const AABB &p_aabb, R
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return instances;
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}
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Vector<ObjectID> RenderingServerScene::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
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Vector<ObjectID> instances;
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Scenario *scenario = scenario_owner.getornull(p_scenario);
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@@ -787,6 +795,7 @@ Vector<ObjectID> RenderingServerScene::instances_cull_ray(const Vector3 &p_from,
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return instances;
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}
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Vector<ObjectID> RenderingServerScene::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
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Vector<ObjectID> instances;
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Scenario *scenario = scenario_owner.getornull(p_scenario);
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@@ -846,6 +855,7 @@ void RenderingServerScene::instance_geometry_set_flag(RID p_instance, RS::Instan
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}
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}
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}
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void RenderingServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
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Instance *instance = instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!instance);
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@@ -853,6 +863,7 @@ void RenderingServerScene::instance_geometry_set_cast_shadows_setting(RID p_inst
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instance->cast_shadows = p_shadow_casting_setting;
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_instance_queue_update(instance, false, true);
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}
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void RenderingServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) {
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Instance *instance = instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!instance);
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@@ -863,6 +874,7 @@ void RenderingServerScene::instance_geometry_set_material_override(RID p_instanc
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void RenderingServerScene::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
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}
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void RenderingServerScene::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
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}
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