fp: Fix black being interpreted as blue

This commit is contained in:
doyle 2023-10-14 11:21:09 +11:00
parent 8a019c6c36
commit 6cee1f56df
4 changed files with 474 additions and 12 deletions

2
External/tely vendored

@ -1 +1 @@
Subproject commit b4b45f8d7cf37a4fced06d8afe4a693ee0604823
Subproject commit 833c1c5a7c62ac89442da56cf2453edb6954841b

462
_clang-format Normal file
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@ -0,0 +1,462 @@
Language: Cpp
IndentWidth: 4
TabWidth: 4
# Align parameters on the open bracket, e.g.:
# someLongFunction(argument1,
# argument2);
AlignAfterOpenBracket: Align
# Align array column and left justify the columns e.g.:
# struct test demo[] =
# {
# {56, 23, "hello"},
# {-1, 93463, "world"},
# {7, 5, "!!" }
# };
AlignArrayOfStructures: Left
# Align assignments on consecutive lines. This will result in formattings like:
#
# int a = 1;
# int somelongname = 2;
# double c = 3;
#
# int d = 3;
# /* A comment. */
# double e = 4;
AlignConsecutiveAssignments: Consecutive
AlignConsecutiveBitFields: Consecutive
AlignConsecutiveDeclarations: Consecutive
AlignConsecutiveMacros: Consecutive
# Align escaped newlines as far left as possible.
# #define A \
# int aaaa; \
# int b; \
# int dddddddddd;
AlignEscapedNewlines: Left
# Horizontally align operands of binary and ternary expressions.
# Specifically, this aligns operands of a single expression that needs to be
# split over multiple lines, e.g.:
#
# int aaa = bbbbbbbbbbbbbbb +
# ccccccccccccccc;
AlignOperands: Align
# true: false:
# int a; // My comment a vs. int a; // My comment a
# int b = 2; // comment b int b = 2; // comment about b
AlignTrailingComments: true
# If the function declaration doesnt fit on a line, allow putting all
# parameters of a function declaration onto the next line even if
# BinPackParameters is false.
#
# true:
# void myFunction(
# int a, int b, int c, int d, int e);
#
# false:
# void myFunction(int a,
# int b,
# int c,
# int d,
# int e);
AllowAllParametersOfDeclarationOnNextLine: false
AllowShortBlocksOnASingleLine: Never # "while (true) { continue; }" can be put on a single line.
# If true, short case labels will be contracted to a single line.
#
# true: false:
# switch (a) { vs. switch (a) {
# case 1: x = 1; break; case 1:
# case 2: return; x = 1;
# } break;
# case 2:
# return;
# }
AllowShortCaseLabelsOnASingleLine: true
AllowShortEnumsOnASingleLine: true # enum { A, B } myEnum;
# Only merge functions defined inside a class. Implies “empty”.
#
# class Foo {
# void f() { foo(); }
# };
# void f() {
# foo();
# }
# void f() {}
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: false
# Only merge empty lambdas.
#
# auto lambda = [](int a) {}
# auto lambda2 = [](int a) {
# return a;
# };
AllowShortLambdasOnASingleLine: Empty
AllowShortLoopsOnASingleLine: false
# true: false:
# aaaa = vs. aaaa = "bbbb"
# "bbbb" "cccc";
# "cccc";
AlwaysBreakBeforeMultilineStrings: true
# Force break after template declaration only when the following declaration
# spans multiple lines.
#
# template <typename T> T foo() {
# }
# template <typename T>
# T foo(int aaaaaaaaaaaaaaaaaaaaa,
# int bbbbbbbbbbbbbbbbbbbbb) {
# }
AlwaysBreakTemplateDeclarations: MultiLine
# If false, a function calls arguments will either be all on the same line or
# will have one line each.
#
# true:
# void f() {
# f(aaaaaaaaaaaaaaaaaaaa, aaaaaaaaaaaaaaaaaaaa,
# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa);
# }
#
# false:
# void f() {
# f(aaaaaaaaaaaaaaaaaaaa,
# aaaaaaaaaaaaaaaaaaaa,
# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa);
# }
BinPackArguments: false
BinPackParameters: false # As BinPackArguments but for function definition parameters
# Add space after the : only (space may be added before if needed for
# AlignConsecutiveBitFields).
#
# unsigned bf: 2;
BitFieldColonSpacing: After
# LooooooooooongType loooooooooooooooooooooongVariable =
# someLooooooooooooooooongFunction();
#
# bool value = aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa +
# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa ==
# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa &&
# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa >
# ccccccccccccccccccccccccccccccccccccccccc;
BreakBeforeBinaryOperators: None
# Always attach braces to surrounding context, but break before braces on
# function, namespace and class definitions.
BreakBeforeBraces: Linux
# true:
# template<typename T>
# concept ...
#
# false:
# template<typename T> concept ...
BreakBeforeConceptDeclarations: false
# true:
# veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongDescription
# ? firstValue
# : SecondValueVeryVeryVeryVeryLong;
#
# false:
# veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongDescription ?
# firstValue :
# SecondValueVeryVeryVeryVeryLong;
BreakBeforeTernaryOperators: true
# Break constructor initializers before the colon and commas, and align the
# commas with the colon.
#
# Constructor()
# : initializer1()
# , initializer2()
BreakConstructorInitializers: BeforeComma
# Break inheritance list only after the commas.
#
# class Foo : Base1,
# Base2
# {};
BreakInheritanceList: AfterComma
# true:
# const char* x = "veryVeryVeryVeryVeryVe"
# "ryVeryVeryVeryVeryVery"
# "VeryLongString";
BreakStringLiterals: true
ColumnLimit: 0
# false:
# namespace Foo {
# namespace Bar {
# }
# }
CompactNamespaces: false
# true: false:
# vector<int> x{1, 2, 3, 4}; vs. vector<int> x{ 1, 2, 3, 4 };
# vector<T> x{{}, {}, {}, {}}; vector<T> x{ {}, {}, {}, {} };
# f(MyMap[{composite, key}]); f(MyMap[{ composite, key }]);
# new int[3]{1, 2, 3}; new int[3]{ 1, 2, 3 };
Cpp11BracedListStyle: true
# Analyze the formatted file for the most used line ending (\r\n or \n). UseCRLF
# is only used as a fallback if none can be derived.
DeriveLineEnding: true
DerivePointerAlignment: true # As per DeriveLineEnding except for pointers and references
# Add empty line only when access modifier starts a new logical block. Logical
# block is a group of one or more member fields or functions.
#
# struct foo {
# private:
# int i;
#
# protected:
# int j;
# /* comment */
# public:
# foo() {}
#
# private:
# protected:
# };
EmptyLineBeforeAccessModifier: LogicalBlock
# true: false:
# namespace a { vs. namespace a {
# foo(); foo();
# bar(); bar();
# } // namespace a }
FixNamespaceComments: true
# false: true:
# class C { vs. class C {
# class D { class D {
# void bar(); void bar();
# protected: protected:
# D(); D();
# }; };
# public: public:
# C(); C();
# }; };
# void foo() { void foo() {
# return 1; return 1;
# } }
IndentAccessModifiers: false
# false: true:
# switch (fool) { vs. switch (fool) {
# case 1: { case 1:
# bar(); {
# } break; bar();
# default: { }
# plop(); break;
# } default:
# } {
# plop();
# }
# }
IndentCaseBlocks: false
# false: true:
# switch (fool) { vs. switch (fool) {
# case 1: case 1:
# bar(); bar();
# break; break;
# default: default:
# plop(); plop();
# } }
IndentCaseLabels: true
# extern "C" {
# void foo();
# }
IndentExternBlock: NoIndent
# Indents directives before the hash.
#
# #if FOO
# #if BAR
# #include <foo>
# #endif
# #endif
IndentPPDirectives: BeforeHash
# true: false:
# if (foo) { vs. if (foo) {
# bar();
# bar(); }
# }
KeepEmptyLinesAtTheStartOfBlocks: false
# The maximum number of consecutive empty lines to keep.
#
# MaxEmptyLinesToKeep: 1 vs. MaxEmptyLinesToKeep: 0
# int f() { int f() {
# int = 1; int i = 1;
# i = foo();
# i = foo(); return i;
# }
# return i;
# }
MaxEmptyLinesToKeep: 1
NamespaceIndentation: None
# Put all constructor initializers on the current line if they fit. Otherwise,
# put each one on its own line.
#
# Constructor() : a(), b()
#
# Constructor()
# : aaaaaaaaaaaaaaaaaaaa(),
# bbbbbbbbbbbbbbbbbbbb(),
# ddddddddddddd()
PackConstructorInitializers: CurrentLine
PointerAlignment: Right
# Different ways to arrange specifiers and qualifiers (e.g. const/volatile).
QualifierAlignment: Custom
QualifierOrder: ['inline', 'static', 'type', 'const', 'volatile']
# false:
# // veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongComment with plenty of information
# /* second veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongComment with plenty of information */
#
# true:
# // veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongComment with plenty of
# // information
# /* second veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongComment with plenty of
# * information */
ReflowComments: true
# false: true:
#
# if (isa<FunctionDecl>(D)) { vs. if (isa<FunctionDecl>(D))
# handleFunctionDecl(D); handleFunctionDecl(D);
# } else if (isa<VarDecl>(D)) { else if (isa<VarDecl>(D))
# handleVarDecl(D); handleVarDecl(D);
# }
#
# if (isa<VarDecl>(D)) { vs. if (isa<VarDecl>(D)) {
# for (auto *A : D.attrs()) { for (auto *A : D.attrs())
# if (shouldProcessAttr(A)) { if (shouldProcessAttr(A))
# handleAttr(A); handleAttr(A);
# } }
# }
# }
#
# if (isa<FunctionDecl>(D)) { vs. if (isa<FunctionDecl>(D))
# for (auto *A : D.attrs()) { for (auto *A : D.attrs())
# handleAttr(A); handleAttr(A);
# }
# }
#
# if (auto *D = (T)(D)) { vs. if (auto *D = (T)(D)) {
# if (shouldProcess(D)) { if (shouldProcess(D))
# handleVarDecl(D); handleVarDecl(D);
# } else { else
# markAsIgnored(D); markAsIgnored(D);
# } }
# }
#
# if (a) { vs. if (a)
# b(); b();
# } else { else if (c)
# if (c) { d();
# d(); else
# } else { e();
# e();
# }
# }
RemoveBracesLLVM: true
# Never v.s. Always
# #include <cstring> #include <cstring>
# struct Foo {
# int a, b, c; struct Foo {
# }; int a, b, c;
# namespace Ns { };
# class Bar {
# public: namespace Ns {
# struct Foobar { class Bar {
# int a; public:
# int b; struct Foobar {
# }; int a;
# private: int b;
# int t; };
# int method1() {
# // ... private:
# } int t;
# enum List {
# ITEM1, int method1() {
# ITEM2 // ...
# }; }
# template<typename T>
# int method2(T x) { enum List {
# // ... ITEM1,
# } ITEM2
# int i, j, k; };
# int method3(int par) {
# // ... template<typename T>
# } int method2(T x) {
# }; // ...
# class C {}; }
# }
# int i, j, k;
#
# int method3(int par) {
# // ...
# }
# };
#
# class C {};
# }
SeparateDefinitionBlocks: Always
# true: false:
# int a = 5; vs. int a= 5;
# a += 42; a+= 42;
SpaceBeforeAssignmentOperators: true
# Put a space before opening parentheses only after control statement keywords
# (for/if/while...).
#
# void f() {
# if (true) {
# f();
# }
# }
SpaceBeforeParens: ControlStatements
SpacesBeforeTrailingComments: 1
# static_cast<int>(arg);
# std::function<void(int)> fct;
SpacesInAngles: Never
Standard: Auto
# Macros which are ignored in front of a statement, as if they were an
# attribute. So that they are not parsed as identifier, for example for Qts
# emit.
# unsigned char data = 'x';
# emit signal(data); // This is parsed as variable declaration.
#
# vs.
#
# unsigned char data = 'x';
# emit signal(data); // Now it's fine again.
StatementAttributeLikeMacros: [emit]
---

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@ -7,13 +7,12 @@ Dqn_f32 const PHYSICS_STEP = 1 / 60.f;
Dqn_Rect FP_Game_GetBuildingPlacementRectForEntity(FP_Game *game, FP_GamePlaceableBuilding placeable_building, FP_GameEntityHandle handle)
{
Dqn_Rect result = {};
Dqn_Rect result = {};
FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
if (FP_Game_IsNilEntity(entity))
return result;
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
Dqn_Rect box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
Dqn_V2 build_p = {};
switch (entity->direction) {
@ -142,7 +141,7 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
Dqn_f32 velocity_falloff_coefficient = 0.82f;
Dqn_f32 acceleration_feel_good_factor = 15'000.f;
Dqn_V2 acceleration = FP_Game_MetersToPixelsV2(game->play, acceleration_meters_per_s) * acceleration_feel_good_factor;
Dqn_V2 acceleration = FP_Game_MetersToPixelsV2(game->play, acceleration_meters_per_s) * acceleration_feel_good_factor;
entity->velocity = (acceleration * t) + entity->velocity * velocity_falloff_coefficient;
// NOTE: Zero out velocity with epsilon
@ -151,17 +150,17 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
if (DQN_ABS(entity->velocity.y) < 5.f)
entity->velocity.y = 0.f;
Dqn_V2 delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t);
Dqn_V2 delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t);
Dqn_Rect entity_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
Dqn_V2 entity_new_pos = entity_pos + delta_pos;
Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
Dqn_V2 entity_new_pos = entity_pos + delta_pos;
Dqn_f32 const SENTINEL_T = 999.f;
Dqn_f32 global_earliest_t = SENTINEL_T;
Dqn_V2 global_earliest_pos_just_before_collide = {};
Dqn_f32 const SENTINEL_T = 999.f;
Dqn_f32 global_earliest_t = SENTINEL_T;
Dqn_V2 global_earliest_pos_just_before_collide = {};
if ((entity->flags & FP_GameEntityFlag_NoClip) == 0) {
for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->play.root_entity); ) {
for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->play.root_entity);) {
FP_GameEntity *collider = collider_it.entity;
if (collider->handle == entity->handle)
continue;
@ -3238,8 +3237,9 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4);
Dqn_V4 bg_colour = TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.8f);
if (game->play.state == FP_GameState_IntroScreen)
if (game->play.state == FP_GameState_IntroScreen) {
bg_colour = TELY_Colour_V4InitRGBAU32(0x301010FF);
}
TELY_Render_RectColourV4(
renderer,

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