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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks

Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
This commit is contained in:
Rémi Verschelde
2020-05-14 13:23:58 +02:00
parent 710b34b702
commit 0be6d925dc
1552 changed files with 1 additions and 33876 deletions

View File

@@ -36,9 +36,7 @@
#include "scene/resources/sky_material.h"
void MaterialEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_READY) {
//get_scene()->connect("node_removed",this,"_node_removed");
if (first_enter) {
@@ -59,7 +57,6 @@ void MaterialEditor::_notification(int p_what) {
}
if (p_what == NOTIFICATION_DRAW) {
Ref<Texture2D> checkerboard = get_theme_icon("Checkerboard", "EditorIcons");
Size2 size = get_size();
@@ -68,20 +65,17 @@ void MaterialEditor::_notification(int p_what) {
}
void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {
material = p_material;
camera->set_environment(p_env);
if (!material.is_null()) {
sphere_instance->set_material_override(material);
box_instance->set_material_override(material);
} else {
hide();
}
}
void MaterialEditor::_button_pressed(Node *p_button) {
if (p_button == light_1_switch) {
light1->set_visible(!light_1_switch->is_pressed());
}
@@ -111,7 +105,6 @@ void MaterialEditor::_bind_methods() {
}
MaterialEditor::MaterialEditor() {
vc = memnew(SubViewportContainer);
vc->set_stretch(true);
add_child(vc);
@@ -209,7 +202,6 @@ MaterialEditor::MaterialEditor() {
///////////////////////
bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
Material *material = Object::cast_to<Material>(p_object);
if (!material)
return false;
@@ -218,7 +210,6 @@ bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {
}
void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {
Material *material = Object::cast_to<Material>(p_object);
if (!material) {
return;
@@ -240,23 +231,19 @@ EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {
}
MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
Ref<EditorInspectorPluginMaterial> plugin;
plugin.instance();
add_inspector_plugin(plugin);
}
String StandardMaterial3DConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<StandardMaterial3D> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<StandardMaterial3D> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
@@ -276,7 +263,6 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
// Texture parameter has to be treated specially since StandardMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E->get().name);
@@ -293,16 +279,13 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
}
String ParticlesMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ParticlesMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ParticlesMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
@@ -331,16 +314,13 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
}
String CanvasItemMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<CanvasItemMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<CanvasItemMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
@@ -369,16 +349,13 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
}
String ProceduralSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ProceduralSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ProceduralSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
@@ -407,16 +384,13 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
}
String PanoramaSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<PanoramaSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<PanoramaSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
@@ -445,16 +419,13 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
}
String PhysicalSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<PhysicalSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<PhysicalSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());