Style: Enforce separation line between function definitions

I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
This commit is contained in:
Rémi Verschelde 2020-05-14 14:29:06 +02:00
parent 0be6d925dc
commit 07bc4e2f96
409 changed files with 2286 additions and 0 deletions

View file

@ -239,10 +239,12 @@ MaterialEditorPlugin::MaterialEditorPlugin(EditorNode *p_node) {
String StandardMaterial3DConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<StandardMaterial3D> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<StandardMaterial3D> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
@ -281,10 +283,12 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
String ParticlesMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ParticlesMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ParticlesMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ParticlesMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
@ -316,10 +320,12 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
String CanvasItemMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<CanvasItemMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<CanvasItemMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
@ -351,10 +357,12 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
String ProceduralSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<ProceduralSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<ProceduralSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
@ -386,10 +394,12 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
String PanoramaSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<PanoramaSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<PanoramaSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());
@ -421,10 +431,12 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
String PhysicalSkyMaterialConversionPlugin::converts_to() const {
return "ShaderMaterial";
}
bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {
Ref<PhysicalSkyMaterial> mat = p_resource;
return mat.is_valid();
}
Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {
Ref<PhysicalSkyMaterial> mat = p_resource;
ERR_FAIL_COND_V(!mat.is_valid(), Ref<Resource>());