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Added clang format #2465
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Added clang format #2465
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I downloaded the .clang-format file alone, applied it to some sources in my VisualStudio and tried some other settings.
Overall, this is an improvement, but a lot of specific places would benefit from //clang-format off
. I need to spend a while looking at the modified code.
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Ogre::Camera * mainCamera; |
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This *
placement is just silly - I'd go with "PointerAlignment: Left"
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void MumbleIntegration::initMumble() | ||
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#ifdef _WIN32 | ||
#ifdef _WIN32 |
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This IndentPPDirectives is neat but then, it has limits - this makes sense to indent because of #ifdef USE_MUMBLE on top, but it's too far away from there so it ends up being just confusing.
I tried putting // clang-format off/on
around the #ifdef USE_MUMBLE
but it doesn't do the trick - the comment only affects reformatting, not parsing the document.
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#include <OgreScriptLoader.h> | ||
#define SOUND_PLAY_ONCE(_ACTOR_, _TRIG_) SoundScriptManager::getSingleton().trigOnce((_ACTOR_), (_TRIG_)) |
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I'd put //clang-format off
around this section. It looks more readable the way it was.
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void setEnabled(bool state); | ||
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void setCamera(Ogre::Vector3 position, Ogre::Vector3 direction, Ogre::Vector3 up, Ogre::Vector3 velocity); | ||
void setLoadingBaseSounds(bool value) { loading_base = value; }; |
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I'm quite fond of these short inline getters/setters, but it seems ClangFormat has no support for it - there's just BraceWrapping.AfterFunction.
bool nd_override_mass:1; //!< User defined attr; mass is user-specified rather than calculated (override the calculation) | ||
bool nd_under_water:1; //!< State; GFX hint | ||
bool nd_no_mouse_grab:1; //!< Attr; User-defined | ||
bool nd_cab_node : 1; //!< Attr; This node is part of collision triangle |
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I'd go with BitFieldColonSpacing:After, but None would be fine, too.
m_autoselect = NEUTRAL; | ||
if (m_cur_gear > 0) m_autoselect = DRIVE; | ||
if (m_cur_gear < 0) m_autoselect = REAR; | ||
if (m_cur_gear == 0) m_autoselect = NEUTRAL; |
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this turned out nice
@@ -68,20 +68,17 @@ void CharacterFactory::update(float dt) | |||
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gEnv->player->update(dt); | |||
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for (auto& c : m_remote_characters) | |||
for (auto &c : m_remote_characters) |
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again, I'd go with PointerAlingment:Left
if (truck->ar_right_blink_on) gd.ShowLights |= DL_SIGNAL_R; | ||
if (truck->ar_warn_blink_on) gd.ShowLights |= DL_SIGNAL_ANY; | ||
if (truck->tc_mode) gd.ShowLights |= DL_TC; | ||
if (truck->alb_mode) gd.ShowLights |= DL_ABS; |
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here, I'd like it column-indented:
if (truck->tc_mode) { gd.ShowLights |= DL_TC; }
if (truck->alb_mode) { gd.ShowLights |= DL_ABS; }
but then it'd be ruined by the HasStarterContact..IsRunning
long condition, so maybe it's best this way.
exit | ||
fi | ||
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find .. -regex '.*\.\(h\|cpp\)' -not -path '*/plugins/*' -exec clang-format -style=file -i {} \; |
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The exclusion pattern needs extending, i.e. for DearIMGUI and utf8cpp sources (or should those go under plugins, too?)
public: | ||
invalid_code_point(uint32_t cp) : cp(cp) {} | ||
virtual const char* what() const throw() { return "Invalid code point"; } | ||
uint32_t code_point() const {return cp;} |
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apparently I'm not the only one who likes inline function bodies.
Closes #2463
@only-a-ptr let me know what you think of this