Style: Sync other changes from new fix_style.sh and clang_format.sh

This commit is contained in:
Rémi Verschelde 2020-07-24 10:26:41 +02:00
parent eda03831d6
commit b40f3f9740
74 changed files with 116 additions and 86 deletions

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@ -1,5 +1,5 @@
/*************************************************************************/
/* object_rc.h */
/* object_id.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */

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@ -203,10 +203,10 @@
<description>
Returns [code]true[/code] if the array contains the given value.
[codeblock]
["inside", 7].has("inside") == true
["inside", 7].has("outside") == false
["inside", 7].has(7) == true
["inside", 7].has("7") == false
["inside", 7].has("inside") # True
["inside", 7].has("outside") # False
["inside", 7].has(7) # True
["inside", 7].has("7") # False
[/codeblock]
[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows:
[codeblock]

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@ -17,7 +17,7 @@
Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code].
</member>
<member name="relative" type="Vector2" setter="set_relative" getter="get_relative" default="Vector2( 0, 0 )">
The mouse position relative to the previous position (position at the last frame).
The mouse position relative to the previous position (position at the last frame).
[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse moves, the last event won't have a relative position of [code]Vector2(0, 0)[/code] when the user stops moving the mouse.
</member>
<member name="speed" type="Vector2" setter="set_speed" getter="get_speed" default="Vector2( 0, 0 )">

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@ -106,7 +106,7 @@
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall.
If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.

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@ -104,7 +104,7 @@
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.

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@ -45,7 +45,7 @@
<description>
Updates the collision information for the ray.
Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state.
[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
[b]Note:[/b] [code]enabled[/code] is not required for this to work.
</description>
</method>
<method name="get_collider" qualifiers="const">

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@ -44,7 +44,7 @@
</return>
<description>
Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state.
[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
[b]Note:[/b] [code]enabled[/code] is not required for this to work.
</description>
</method>
<method name="get_collider" qualifiers="const">

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@ -1,3 +1,33 @@
/*************************************************************************/
/* rasterizer_array_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#pragma once
/*************************************************************************/

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@ -68,4 +68,4 @@ void SyslogLogger::print_error(const char *p_function, const char *p_file, int p
SyslogLogger::~SyslogLogger() {
}
#endif
#endif

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@ -102,9 +102,9 @@ bool test_add_remove() {
a.connect_points(1, 3, true);
a.connect_points(1, 4, false);
ok = ok && (a.are_points_connected(2, 1) == true);
ok = ok && (a.are_points_connected(4, 1) == true);
ok = ok && (a.are_points_connected(2, 1, false) == true);
ok = ok && (a.are_points_connected(2, 1));
ok = ok && (a.are_points_connected(4, 1));
ok = ok && (a.are_points_connected(2, 1, false));
ok = ok && (a.are_points_connected(4, 1, false) == false);
a.disconnect_points(1, 2, true);
@ -177,7 +177,7 @@ bool test_add_remove() {
if (Math::rand() % 2 == 1) {
// Add a (possibly existing) directed edge and confirm connectivity
a.connect_points(u, v, false);
ok = ok && (a.are_points_connected(u, v, false) == true);
ok = ok && (a.are_points_connected(u, v, false));
} else {
// Remove a (possibly nonexistent) directed edge and confirm disconnectivity
a.disconnect_points(u, v, false);

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@ -1,5 +1,5 @@
/*************************************************************************/
/* test_fbx.cpp */
/* test_basis.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */

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@ -1,5 +1,5 @@
/*************************************************************************/
/* test_fbx.h */
/* test_basis.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */

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@ -87,4 +87,4 @@ fi
echo
echo "Done!"
echo
echo

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@ -99,4 +99,4 @@
"version" : 1,
"author" : "xcode"
}
}
}

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@ -1 +1 @@
Dummy file to make dylibs folder exported
Dummy file to make dylibs folder exported

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@ -17,4 +17,4 @@
<key>compileBitcode</key>
<false/>
</dict>
</plist>
</plist>

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@ -46,4 +46,4 @@
<key>NSHighResolutionCapable</key>
$highres
</dict>
</plist>
</plist>

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@ -29,4 +29,4 @@
<build:Metadata>
<build:Item Name="GodotEngine" Version="$godot_version$" />
</build:Metadata>
</Package>
</Package>

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@ -53,4 +53,4 @@
}
}
@end
@end

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@ -189,7 +189,7 @@ public:
}
/**
* Converts aiMatrix4x4 to godot Transform
* Converts aiMatrix4x4 to godot Transform
*/
static const Transform assimp_matrix_transform(const aiMatrix4x4 p_matrix) {
aiMatrix4x4 matrix = p_matrix;

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@ -42,4 +42,4 @@ public:
void update_feeds();
};
#endif /* CAMERAIOS_H */
#endif /* CAMERAIOS_H */

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@ -83,4 +83,4 @@ bool GDAPI godot_android_is_activity_resumed() {
#ifdef __cplusplus
}
#endif
#endif

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@ -140,7 +140,7 @@ static String get_type_name(const PropertyInfo &info) {
}
/*
* Some comparison helper functions we need
* Some comparison helper functions we need
*/
struct MethodInfoComparator {

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@ -1 +1 @@
Doc classes will appear here when generating
Doc classes will appear here when generating

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@ -1864,7 +1864,7 @@ MonoObject *CSharpInstance::_internal_new_managed() {
bool die = _unreference_owner_unsafe();
// Not ok for the owner to die here. If there is a situation where this can happen, it will be considered a bug.
CRASH_COND(die == true);
CRASH_COND(die);
owner = NULL;
@ -2203,7 +2203,7 @@ CSharpInstance::~CSharpInstance() {
// Unreference the owner here, before the new "instance binding" references it.
// Otherwise, the unsafe reference debug checks will incorrectly detect a bug.
bool die = _unreference_owner_unsafe();
CRASH_COND(die == true); // `owner_keep_alive` holds a reference, so it can't die
CRASH_COND(die); // `owner_keep_alive` holds a reference, so it can't die
void *data = owner->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());
CRASH_COND(data == NULL);
@ -3015,7 +3015,7 @@ CSharpInstance *CSharpScript::_create_instance(const Variant **p_args, int p_arg
bool die = instance->_unreference_owner_unsafe();
// Not ok for the owner to die here. If there is a situation where this can happen, it will be considered a bug.
CRASH_COND(die == true);
CRASH_COND(die);
p_owner->set_script_instance(NULL);
r_error.error = Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;

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@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;

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@ -1,4 +1,4 @@
using System;
using System;
using System.IO;
using System.Runtime.InteropServices;
using System.Runtime.InteropServices.ComTypes;

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@ -141,7 +141,7 @@ namespace GodotTools.Ides.Rider
if (OS.IsOSX)
{
var home = Environment.GetEnvironmentVariable("HOME");
if (string.IsNullOrEmpty(home))
if (string.IsNullOrEmpty(home))
return string.Empty;
var localAppData = Path.Combine(home, @"Library/Application Support");
return GetToolboxRiderRootPath(localAppData);
@ -150,7 +150,7 @@ namespace GodotTools.Ides.Rider
if (OS.IsUnixLike())
{
var home = Environment.GetEnvironmentVariable("HOME");
if (string.IsNullOrEmpty(home))
if (string.IsNullOrEmpty(home))
return string.Empty;
var localAppData = Path.Combine(home, @".local/share");
return GetToolboxRiderRootPath(localAppData);
@ -322,7 +322,7 @@ namespace GodotTools.Ides.Rider
class SettingsJson
{
public string install_location;
[CanBeNull]
public static string GetInstallLocationFromJson(string json)
{

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@ -162,4 +162,4 @@
</LinearLayout>
</LinearLayout>
</LinearLayout>
</LinearLayout>

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@ -105,4 +105,4 @@
</RelativeLayout>
</LinearLayout>
</LinearLayout>

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@ -2,4 +2,4 @@
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@mipmap/icon_background"/>
<foreground android:drawable="@mipmap/icon_foreground"/>
</adaptive-icon>
</adaptive-icon>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-ar</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-bg</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-ca</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-cs</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-da</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-de</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-el</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-en</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-es_ES</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-es</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-fi</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-fr</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-hi</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-hr</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-hu</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-id</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-it</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-he</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-ja</string>
</resources>
</resources>

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@ -52,4 +52,4 @@
<string name="kilobytes_per_second">%1$s KB/s</string>
<string name="time_remaining">남은 시간: %1$s</string>
<string name="time_remaining_notification">%1$s 남음</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-lt</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-lv</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-nb</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-nl</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-pl</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-pt</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-ro</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-ru</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-sk</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-sl</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-sr</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-sv</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-th</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-tl</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-tr</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-uk</string>
</resources>
</resources>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="godot_project_name_string">godot-project-name-vi</string>
</resources>
</resources>

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@ -52,4 +52,4 @@
<string name="kilobytes_per_second">%1$s KB/s</string>
<string name="time_remaining">Time remaining: %1$s</string>
<string name="time_remaining_notification">%1$s left</string>
</resources>
</resources>

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@ -22,4 +22,4 @@
<item name="android:background">@android:color/background_dark</item>
</style>
</resources>
</resources>

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@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

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@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

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@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

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@ -3135,7 +3135,7 @@ void OS_OSX::run() {
process_events(); // get rid of pending events
joypad_osx->process_joypads();
if (Main::iteration() == true) {
if (Main::iteration()) {
quit = true;
}
} @catch (NSException *exception) {