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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

@@ -31,8 +31,6 @@
#ifndef DISPLAY_SERVER_MACOS_H
#define DISPLAY_SERVER_MACOS_H
#define BitMap _QDBitMap // Suppress deprecated QuickDraw definition.
#include "core/input/input.h"
#include "servers/display_server.h"
@@ -41,10 +39,13 @@
#endif // GLES3_ENABLED
#if defined(VULKAN_ENABLED)
#include "vulkan_context_macos.h"
#include "drivers/vulkan/rendering_device_vulkan.h"
#include "platform/macos/vulkan_context_macos.h"
#endif // VULKAN_ENABLED
#define BitMap _QDBitMap // Suppress deprecated QuickDraw definition.
#import <AppKit/AppKit.h>
#import <AppKit/NSCursor.h>
#import <ApplicationServices/ApplicationServices.h>