mirror of https://github.com/godotengine/godot
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. |
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|---|---|---|
| .. | ||
| export | ||
| SCsub | ||
| context_gl_windows.cpp | ||
| context_gl_windows.h | ||
| crash_handler_windows.cpp | ||
| crash_handler_windows.h | ||
| detect.py | ||
| display_server_windows.cpp | ||
| display_server_windows.h | ||
| godot.ico | ||
| godot.natvis | ||
| godot_res.rc | ||
| godot_windows.cpp | ||
| joypad_windows.cpp | ||
| joypad_windows.h | ||
| key_mapping_windows.cpp | ||
| key_mapping_windows.h | ||
| lang_table.h | ||
| logo.png | ||
| os_windows.cpp | ||
| os_windows.h | ||
| platform_config.h | ||
| platform_windows_builders.py | ||
| vulkan_context_win.cpp | ||
| vulkan_context_win.h | ||
| windows_terminal_logger.cpp | ||
| windows_terminal_logger.h | ||