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Style: Set clang-format Standard to Cpp11

For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
This commit is contained in:
Rémi Verschelde
2020-03-17 07:33:00 +01:00
parent c5d76139dc
commit cb282c6ef0
247 changed files with 794 additions and 794 deletions

View File

@@ -1229,7 +1229,7 @@ void SceneTreeDock::_set_owners(Node *p_owner, const Array &p_nodes) {
}
}
void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath> > *p_renames) {
void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath>> *p_renames) {
base_path.push_back(p_node->get_name());
if (new_base_path.size())
@@ -1252,7 +1252,7 @@ void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<Stri
}
}
void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath> > *p_renames) {
void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath>> *p_renames) {
if (!bool(EDITOR_DEF("editors/animation/autorename_animation_tracks", true)))
return;
@@ -1279,9 +1279,9 @@ void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pai
_fill_path_renames(base_path, new_base_path, p_node, p_renames);
}
void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath> > *p_renames, Map<Ref<Animation>, Set<int> > *r_rem_anims) {
void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath>> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims) {
Map<Ref<Animation>, Set<int> > rem_anims;
Map<Ref<Animation>, Set<int>> rem_anims;
if (!r_rem_anims)
r_rem_anims = &rem_anims;
@@ -1311,7 +1311,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
if (p.get_type() == Variant::NODE_PATH) {
// Goes through all paths to check if its matching
for (List<Pair<NodePath, NodePath> >::Element *F = p_renames->front(); F; F = F->next()) {
for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
NodePath root_path = p_base->get_path();
@@ -1353,7 +1353,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
NodePath root_path = root->get_path();
NodePath new_root_path = root_path;
for (List<Pair<NodePath, NodePath> >::Element *E = p_renames->front(); E; E = E->next()) {
for (List<Pair<NodePath, NodePath>>::Element *E = p_renames->front(); E; E = E->next()) {
if (E->get().first == root_path) {
new_root_path = E->get().second;
@@ -1392,7 +1392,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
if (!ran.has(i))
continue; //channel was removed
for (List<Pair<NodePath, NodePath> >::Element *F = p_renames->front(); F; F = F->next()) {
for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
if (F->get().first == old_np) {
@@ -1443,7 +1443,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
void SceneTreeDock::_node_prerenamed(Node *p_node, const String &p_new_name) {
List<Pair<NodePath, NodePath> > path_renames;
List<Pair<NodePath, NodePath>> path_renames;
Vector<StringName> base_path;
Node *n = p_node->get_parent();
@@ -1554,7 +1554,7 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
editor_data->get_undo_redo().create_action(TTR("Reparent Node"));
List<Pair<NodePath, NodePath> > path_renames;
List<Pair<NodePath, NodePath>> path_renames;
Vector<StringName> former_names;
int inc = 0;
@@ -1814,7 +1814,7 @@ void SceneTreeDock::_delete_confirm() {
} else {
remove_list.sort_custom<Node::Comparator>(); //sort nodes to keep positions
List<Pair<NodePath, NodePath> > path_renames;
List<Pair<NodePath, NodePath>> path_renames;
//delete from animation
for (List<Node *>::Element *E = remove_list.front(); E; E = E->next()) {