Commit Graph

28 Commits

Author SHA1 Message Date
Rémi Verschelde
42d385b312
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 13:23:38 +02:00
Kongfa Waroros
77d5ead241
Check if the line pointer goes away from the image buffer's EOF in the BMP importer
(cherry picked from commit ac5d7abe13)
2021-10-04 15:22:16 +02:00
Morris Tabor
9caee3b930
fix misaligned loads in bmp loader
(cherry picked from commit 89a8bbda0a)
2021-05-11 10:44:21 +02:00
Rémi Verschelde
140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde
b4af1eba0a
Style: Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2021-05-04 16:39:13 +02:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Hugo Locurcio
7db872b55a
Add Image.load_bmp_from_buffer() for run-time BMP image loading
This partially addresses
https://github.com/godotengine/godot-proposals/issues/676.

(cherry picked from commit 0209e3790e)
2020-11-11 15:30:55 +01:00
Hugo Locurcio
f90931c47a
Add more error explanations in the BMP image loader
This closes #32166 and closes #30629.

(cherry picked from commit 40485e2479)
2020-08-21 02:28:17 +02:00
Rémi Verschelde
7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Rajat Goswami
19e71f94d8 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143

(cherry picked from commit 2ecf928ae3)
2020-03-25 11:38:54 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
qarmin
50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
Robin Hübner
8aeade74db Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/' 2019-08-12 10:15:54 +02:00
Andrii Doroshenko (Xrayez)
422a8ffe02 Fix BMP loader to distinguish between compression types
Some of the values in compression enumeration represent uncompressed formats:

https://docs.microsoft.com/en-us/openspecs/windows_protocols/ms-wmf/4e588f70-bd92-4a6f-b77f-35d0feaf7a57

This allows the loader to proceed with uncompressed formats.
Note that loading compressed BMP's is still not supported.
2019-07-17 20:28:35 +03:00
Andrii Doroshenko (Xrayez)
d5c5aabbf2 Fix BMP loader incorrectly interpreting color table size
Color table should exist for images with bit count <= 8. Importing 16-bit
BMP images could also likely have a color table but they're not currently
supported in Godot.
2019-07-17 01:43:33 +03:00
qarmin
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
qarmin
072e40368e Fix always true/false values 2019-06-20 16:59:48 +02:00
Andrii Doroshenko (Xrayez)
6484da5721 Import 4/1 bit bmp images
Add some sanity checks according to bmp specification.

Read color table and index data within the same scope and
then simply extend the color palette.

This particular implementation has one limitation: not all 4/1 bit images
can be imported as it requires bit unpacking (size dimensions must be
a multiple of 8 for 1-bit and 2 (even) for 4-bit images).
2019-04-23 17:02:13 +03:00
Hein-Pieter van Braam
fc2e2dfa43
Merge pull request #24547 from Shinryuuji/master
Add support for 8bpp bmp files
2019-04-23 06:35:25 +03:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Shinryuuji
b9578b8f46 Add support for 8bpp bmp files 2018-12-23 16:30:47 +01:00
Rémi Verschelde
95131e6f23 Fix warnings on release builds (not DEBUG_ENABLED)
Fixes the following Clang 5 warnings:
```
modules/bmp/image_loader_bmp.cpp:46:60: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
modules/bmp/image_loader_bmp.cpp:48:61: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
drivers/png/image_loader_png.cpp:231:20: warning: comparison of unsigned expression >= 0 is always true [-Wtautological-compare]
scene/gui/graph_edit.cpp:1045:8: warning: comparison of constant 0 with expression of type 'bool' is always false [-Wtautological-constant-out-of-range-compare]

core/class_db.cpp:812:13: warning: unused variable 'check' [-Wunused-variable]
core/io/file_access_pack.cpp:172:11: warning: unused variable 'ver_rev' [-Wunused-variable]
core/math/bsp_tree.cpp:195:13: warning: unused variable 'plane' [-Wunused-variable]
core/math/bsp_tree.cpp:168:6: warning: unused variable 'plane_count' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:685:10: warning: unused variable 'ok' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:706:10: warning: unused variable 'ok' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:755:19: warning: unused variable 'var_type' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:1306:12: warning: unused variable 'err' [-Wunused-variable]

modules/gdscript/gdscript_function.cpp:158:15: warning: unused function '_get_var_type' [-Wunused-function]
modules/gdscript/gdscript_parser.cpp:750:20: warning: unused variable 'lv' [-Wunused-variable]
modules/gdscript/gdscript_parser.cpp:59:15: warning: unused function '_find_function_name' [-Wunused-function]
scene/main/node.cpp:2489:13: warning: unused function '_Node_debug_sn' [-Wunused-function]
```
2018-10-03 17:34:55 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Saracen
115f6d14a0 Fix bits_per_pixel validation in BMP and TGA loader modules. 2018-07-08 18:51:20 +01:00
Rémi Verschelde
3334209a73 SCons: Pass env to modules can_build method
This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
2018-05-30 19:11:36 +02:00
Saracen
e30b0656e8 BMP module 2018-04-30 01:33:14 +01:00