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mirror of https://github.com/godotengine/godot.git synced 2025-11-20 14:45:44 +00:00

Style: Harmonize header includes in platform ports

This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
This commit is contained in:
Rémi Verschelde
2023-06-08 14:51:32 +02:00
parent 2985a9ac34
commit 9e4315bb50
116 changed files with 372 additions and 309 deletions

View File

@@ -28,29 +28,26 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifdef X11_ENABLED
#if defined(GLES3_ENABLED)
#if defined(X11_ENABLED) && defined(GLES3_ENABLED)
#include "detect_prime_x11.h"
#include "core/string/print_string.h"
#include "core/string/ustring.h"
#include <stdlib.h>
#include "thirdparty/glad/glad/gl.h"
#include "thirdparty/glad/glad/glx.h"
#ifdef SOWRAP_ENABLED
#include "dynwrappers/xlib-so_wrap.h"
#include "x11/dynwrappers/xlib-so_wrap.h"
#else
#include <X11/XKBlib.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#endif
#include <cstring>
#include <stdlib.h>
#include <string.h>
#include <sys/types.h>
#include <sys/wait.h>
#include <unistd.h>
@@ -265,5 +262,4 @@ int detect_prime() {
return preferred;
}
#endif
#endif
#endif // X11_ENABLED && GLES3_ENABLED