fp: Fix black being interpreted as blue
This commit is contained in:
parent
8a019c6c36
commit
6cee1f56df
2
External/tely
vendored
2
External/tely
vendored
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Subproject commit b4b45f8d7cf37a4fced06d8afe4a693ee0604823
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Subproject commit 833c1c5a7c62ac89442da56cf2453edb6954841b
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462
_clang-format
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462
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Language: Cpp
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IndentWidth: 4
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TabWidth: 4
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# Align parameters on the open bracket, e.g.:
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# someLongFunction(argument1,
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# argument2);
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AlignAfterOpenBracket: Align
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# Align array column and left justify the columns e.g.:
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# struct test demo[] =
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# {
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# {56, 23, "hello"},
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# {-1, 93463, "world"},
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# {7, 5, "!!" }
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# };
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AlignArrayOfStructures: Left
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# Align assignments on consecutive lines. This will result in formattings like:
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#
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# int a = 1;
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# int somelongname = 2;
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# double c = 3;
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#
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# int d = 3;
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# /* A comment. */
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# double e = 4;
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AlignConsecutiveAssignments: Consecutive
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AlignConsecutiveBitFields: Consecutive
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AlignConsecutiveDeclarations: Consecutive
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AlignConsecutiveMacros: Consecutive
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# Align escaped newlines as far left as possible.
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# #define A \
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# int aaaa; \
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# int b; \
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# int dddddddddd;
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AlignEscapedNewlines: Left
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# Horizontally align operands of binary and ternary expressions.
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# Specifically, this aligns operands of a single expression that needs to be
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# split over multiple lines, e.g.:
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#
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# int aaa = bbbbbbbbbbbbbbb +
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# ccccccccccccccc;
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AlignOperands: Align
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# true: false:
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# int a; // My comment a vs. int a; // My comment a
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# int b = 2; // comment b int b = 2; // comment about b
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AlignTrailingComments: true
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# If the function declaration doesn’t fit on a line, allow putting all
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# parameters of a function declaration onto the next line even if
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# BinPackParameters is false.
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#
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# true:
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# void myFunction(
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# int a, int b, int c, int d, int e);
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#
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# false:
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# void myFunction(int a,
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# int b,
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# int c,
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# int d,
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# int e);
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AllowAllParametersOfDeclarationOnNextLine: false
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AllowShortBlocksOnASingleLine: Never # "while (true) { continue; }" can be put on a single line.
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# If true, short case labels will be contracted to a single line.
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#
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# true: false:
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# switch (a) { vs. switch (a) {
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# case 1: x = 1; break; case 1:
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# case 2: return; x = 1;
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# } break;
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# case 2:
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# return;
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# }
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AllowShortCaseLabelsOnASingleLine: true
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AllowShortEnumsOnASingleLine: true # enum { A, B } myEnum;
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# Only merge functions defined inside a class. Implies “empty”.
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#
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# class Foo {
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# void f() { foo(); }
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# };
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# void f() {
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# foo();
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# }
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# void f() {}
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AllowShortFunctionsOnASingleLine: Inline
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AllowShortIfStatementsOnASingleLine: false
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# Only merge empty lambdas.
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#
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# auto lambda = [](int a) {}
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# auto lambda2 = [](int a) {
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# return a;
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# };
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AllowShortLambdasOnASingleLine: Empty
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AllowShortLoopsOnASingleLine: false
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# true: false:
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# aaaa = vs. aaaa = "bbbb"
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# "bbbb" "cccc";
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# "cccc";
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AlwaysBreakBeforeMultilineStrings: true
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# Force break after template declaration only when the following declaration
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# spans multiple lines.
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#
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# template <typename T> T foo() {
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# }
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# template <typename T>
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# T foo(int aaaaaaaaaaaaaaaaaaaaa,
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# int bbbbbbbbbbbbbbbbbbbbb) {
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# }
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AlwaysBreakTemplateDeclarations: MultiLine
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# If false, a function call’s arguments will either be all on the same line or
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# will have one line each.
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#
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# true:
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# void f() {
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# f(aaaaaaaaaaaaaaaaaaaa, aaaaaaaaaaaaaaaaaaaa,
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# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa);
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# }
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#
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# false:
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# void f() {
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# f(aaaaaaaaaaaaaaaaaaaa,
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# aaaaaaaaaaaaaaaaaaaa,
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# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa);
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# }
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BinPackArguments: false
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BinPackParameters: false # As BinPackArguments but for function definition parameters
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# Add space after the : only (space may be added before if needed for
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# AlignConsecutiveBitFields).
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#
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# unsigned bf: 2;
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BitFieldColonSpacing: After
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# LooooooooooongType loooooooooooooooooooooongVariable =
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# someLooooooooooooooooongFunction();
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#
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# bool value = aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa +
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# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa ==
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# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa &&
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# aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa >
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# ccccccccccccccccccccccccccccccccccccccccc;
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BreakBeforeBinaryOperators: None
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# Always attach braces to surrounding context, but break before braces on
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# function, namespace and class definitions.
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BreakBeforeBraces: Linux
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# true:
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# template<typename T>
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# concept ...
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#
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# false:
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# template<typename T> concept ...
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BreakBeforeConceptDeclarations: false
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# true:
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# veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongDescription
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# ? firstValue
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# : SecondValueVeryVeryVeryVeryLong;
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#
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# false:
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# veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongDescription ?
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# firstValue :
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# SecondValueVeryVeryVeryVeryLong;
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BreakBeforeTernaryOperators: true
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# Break constructor initializers before the colon and commas, and align the
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# commas with the colon.
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#
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# Constructor()
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# : initializer1()
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# , initializer2()
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BreakConstructorInitializers: BeforeComma
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# Break inheritance list only after the commas.
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#
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# class Foo : Base1,
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# Base2
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# {};
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BreakInheritanceList: AfterComma
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# true:
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# const char* x = "veryVeryVeryVeryVeryVe"
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# "ryVeryVeryVeryVeryVery"
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# "VeryLongString";
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BreakStringLiterals: true
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ColumnLimit: 0
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# false:
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# namespace Foo {
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# namespace Bar {
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# }
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# }
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CompactNamespaces: false
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# true: false:
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# vector<int> x{1, 2, 3, 4}; vs. vector<int> x{ 1, 2, 3, 4 };
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# vector<T> x{{}, {}, {}, {}}; vector<T> x{ {}, {}, {}, {} };
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# f(MyMap[{composite, key}]); f(MyMap[{ composite, key }]);
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# new int[3]{1, 2, 3}; new int[3]{ 1, 2, 3 };
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Cpp11BracedListStyle: true
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# Analyze the formatted file for the most used line ending (\r\n or \n). UseCRLF
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# is only used as a fallback if none can be derived.
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DeriveLineEnding: true
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DerivePointerAlignment: true # As per DeriveLineEnding except for pointers and references
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# Add empty line only when access modifier starts a new logical block. Logical
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# block is a group of one or more member fields or functions.
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#
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# struct foo {
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# private:
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# int i;
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#
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# int j;
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# /* comment */
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# foo() {}
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#
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# };
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# namespace a { vs. namespace a {
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# foo(); foo();
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# bar(); bar();
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# } // namespace a }
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FixNamespaceComments: true
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# false: true:
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# class C { vs. class C {
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# void bar(); void bar();
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# protected: protected:
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# D(); D();
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# }; };
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# public: public:
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# C(); C();
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# }; };
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# void foo() { void foo() {
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# return 1; return 1;
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# } }
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IndentAccessModifiers: false
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# false: true:
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# switch (fool) { vs. switch (fool) {
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# case 1: { case 1:
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# bar(); {
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# } break; bar();
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# default: { }
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# plop(); break;
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# } default:
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# } {
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# plop();
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# }
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# }
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# switch (fool) { vs. switch (fool) {
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# bar(); bar();
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# break; break;
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# default: default:
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# plop(); plop();
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# } }
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# extern "C" {
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# void foo();
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# }
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# Indents directives before the hash.
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#
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# #if FOO
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# #if BAR
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# #include <foo>
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# #endif
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# #endif
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# true: false:
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# if (foo) { vs. if (foo) {
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# bar();
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# bar(); }
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# }
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KeepEmptyLinesAtTheStartOfBlocks: false
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# The maximum number of consecutive empty lines to keep.
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#
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# MaxEmptyLinesToKeep: 1 vs. MaxEmptyLinesToKeep: 0
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# int f() { int f() {
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# int = 1; int i = 1;
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# i = foo();
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# i = foo(); return i;
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# }
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# return i;
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# }
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MaxEmptyLinesToKeep: 1
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NamespaceIndentation: None
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# Put all constructor initializers on the current line if they fit. Otherwise,
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# put each one on its own line.
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#
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# Constructor() : a(), b()
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#
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# Constructor()
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# : aaaaaaaaaaaaaaaaaaaa(),
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# bbbbbbbbbbbbbbbbbbbb(),
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# ddddddddddddd()
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PackConstructorInitializers: CurrentLine
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PointerAlignment: Right
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# Different ways to arrange specifiers and qualifiers (e.g. const/volatile).
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QualifierAlignment: Custom
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QualifierOrder: ['inline', 'static', 'type', 'const', 'volatile']
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# false:
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# // veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongComment with plenty of information
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# /* second veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongComment with plenty of information */
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#
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# true:
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# // veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongComment with plenty of
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# // information
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# /* second veryVeryVeryVeryVeryVeryVeryVeryVeryVeryVeryLongComment with plenty of
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# * information */
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ReflowComments: true
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# false: true:
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#
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# if (isa<FunctionDecl>(D)) { vs. if (isa<FunctionDecl>(D))
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# handleFunctionDecl(D); handleFunctionDecl(D);
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# } else if (isa<VarDecl>(D)) { else if (isa<VarDecl>(D))
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# handleVarDecl(D); handleVarDecl(D);
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# }
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#
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# if (isa<VarDecl>(D)) { vs. if (isa<VarDecl>(D)) {
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# for (auto *A : D.attrs()) { for (auto *A : D.attrs())
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# if (shouldProcessAttr(A)) { if (shouldProcessAttr(A))
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# handleAttr(A); handleAttr(A);
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# } }
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# }
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# }
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#
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# if (isa<FunctionDecl>(D)) { vs. if (isa<FunctionDecl>(D))
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# for (auto *A : D.attrs()) { for (auto *A : D.attrs())
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# handleAttr(A); handleAttr(A);
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# }
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# }
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#
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# if (auto *D = (T)(D)) { vs. if (auto *D = (T)(D)) {
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# if (shouldProcess(D)) { if (shouldProcess(D))
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# handleVarDecl(D); handleVarDecl(D);
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# } else { else
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# markAsIgnored(D); markAsIgnored(D);
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# } }
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# }
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#
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# if (a) { vs. if (a)
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# b(); b();
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# } else { else if (c)
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# if (c) { d();
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# d(); else
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# } else { e();
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# e();
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# }
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# }
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RemoveBracesLLVM: true
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# Never v.s. Always
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# #include <cstring> #include <cstring>
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# struct Foo {
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# int a, b, c; struct Foo {
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# }; int a, b, c;
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# namespace Ns { };
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# class Bar {
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# public: namespace Ns {
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# struct Foobar { class Bar {
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# int a; public:
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# int b; struct Foobar {
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# }; int a;
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# private: int b;
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# int t; };
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# int method1() {
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# // ... private:
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# } int t;
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# enum List {
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# ITEM1, int method1() {
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# ITEM2 // ...
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# }; }
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# template<typename T>
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# int method2(T x) { enum List {
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# // ... 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]
|
||||||
|
---
|
@ -13,7 +13,6 @@ Dqn_Rect FP_Game_GetBuildingPlacementRectForEntity(FP_Game *game, FP_GamePlaceab
|
|||||||
return result;
|
return result;
|
||||||
|
|
||||||
FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
|
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_Rect box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
|
||||||
Dqn_V2 build_p = {};
|
Dqn_V2 build_p = {};
|
||||||
switch (entity->direction) {
|
switch (entity->direction) {
|
||||||
@ -161,7 +160,7 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
|
|||||||
Dqn_V2 global_earliest_pos_just_before_collide = {};
|
Dqn_V2 global_earliest_pos_just_before_collide = {};
|
||||||
|
|
||||||
if ((entity->flags & FP_GameEntityFlag_NoClip) == 0) {
|
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;
|
FP_GameEntity *collider = collider_it.entity;
|
||||||
if (collider->handle == entity->handle)
|
if (collider->handle == entity->handle)
|
||||||
continue;
|
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);
|
TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4);
|
||||||
|
|
||||||
Dqn_V4 bg_colour = TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.8f);
|
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);
|
bg_colour = TELY_Colour_V4InitRGBAU32(0x301010FF);
|
||||||
|
}
|
||||||
|
|
||||||
TELY_Render_RectColourV4(
|
TELY_Render_RectColourV4(
|
||||||
renderer,
|
renderer,
|
||||||
|
BIN
project.rdbg
BIN
project.rdbg
Binary file not shown.
Loading…
Reference in New Issue
Block a user