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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`.
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@@ -82,7 +82,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
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bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.empty();
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Map<Ref<Resource>, Ref<Resource> > resources_local_to_scene;
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Map<Ref<Resource>, Ref<Resource>> resources_local_to_scene;
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for (int i = 0; i < nc; i++) {
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@@ -201,7 +201,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
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//https://github.com/godotengine/godot/issues/2958
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//store old state
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List<Pair<StringName, Variant> > old_state;
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List<Pair<StringName, Variant>> old_state;
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if (node->get_script_instance()) {
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node->get_script_instance()->get_property_state(old_state);
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}
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@@ -209,7 +209,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
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node->set(snames[nprops[j].name], props[nprops[j].value], &valid);
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//restore old state for new script, if exists
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for (List<Pair<StringName, Variant> >::Element *E = old_state.front(); E; E = E->next()) {
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for (List<Pair<StringName, Variant>>::Element *E = old_state.front(); E; E = E->next()) {
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node->set(E->get().first, E->get().second);
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}
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} else {
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@@ -222,7 +222,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
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if (res.is_valid()) {
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if (res->is_local_to_scene()) {
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Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.find(res);
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Map<Ref<Resource>, Ref<Resource>>::Element *E = resources_local_to_scene.find(res);
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if (E) {
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value = E->get();
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@@ -302,7 +302,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
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}
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}
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for (Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.front(); E; E = E->next()) {
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for (Map<Ref<Resource>, Ref<Resource>>::Element *E = resources_local_to_scene.front(); E; E = E->next()) {
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E->get()->setup_local_to_scene();
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}
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