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.clang-format: break short enums, TypenameMacros (#1671)

* IndentPPDirectives: AfterHash

* AllowShortEnumsOnASingleLine: false

* IndentPPDirectives: BeforeHash

* format

* format

* TypenameMacros: [BAD_RETURN]

* IndentPPDirectives: None
This commit is contained in:
Dragorn421 2024-02-02 20:46:12 +01:00 committed by GitHub
parent 8c909c5d98
commit 0444a6f094
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
3 changed files with 15 additions and 10 deletions

View file

@ -7,6 +7,7 @@ BreakBeforeBraces: Attach
SpaceAfterCStyleCast: false SpaceAfterCStyleCast: false
Cpp11BracedListStyle: false Cpp11BracedListStyle: false
IndentCaseLabels: true IndentCaseLabels: true
IndentPPDirectives: None
BinPackArguments: true BinPackArguments: true
BinPackParameters: true BinPackParameters: true
AlignAfterOpenBracket: Align AlignAfterOpenBracket: Align
@ -18,6 +19,8 @@ AllowShortIfStatementsOnASingleLine: false
AllowShortLoopsOnASingleLine: false AllowShortLoopsOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: false AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: false AllowShortFunctionsOnASingleLine: false
AllowShortEnumsOnASingleLine: false
AlignEscapedNewlines: Left AlignEscapedNewlines: Left
AlignTrailingComments: true AlignTrailingComments: true
SortIncludes: false SortIncludes: false
TypenameMacros: ['BAD_RETURN']

View file

@ -69,7 +69,12 @@ F3dzexFlag sUCodeDisasMtxFlags[] = {
F3DZEX_FLAG(G_MTX_PUSH, G_MTX_NOPUSH), F3DZEX_FLAG(G_MTX_PUSH, G_MTX_NOPUSH),
}; };
typedef enum { COMBINER_A = 1, COMBINER_B, COMBINER_C, COMBINER_D } CombinerArg; typedef enum {
COMBINER_A = 1,
COMBINER_B,
COMBINER_C,
COMBINER_D
} CombinerArg;
const char* UCodeDisas_GetCombineColorName(u32 value, u32 arg) { const char* UCodeDisas_GetCombineColorName(u32 value, u32 arg) {
const char* ret = "?"; const char* ret = "?";

View file

@ -1374,9 +1374,8 @@ s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) {
/** /**
* Initializes a normal skeleton to a looping animation, dynamically allocating the frame tables if not provided. * Initializes a normal skeleton to a looping animation, dynamically allocating the frame tables if not provided.
*/ */
BAD_RETURN(s32) BAD_RETURN(s32) SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg); SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
skelAnime->limbCount = skeletonHeader->limbCount + 1; skelAnime->limbCount = skeletonHeader->limbCount + 1;
@ -1405,9 +1404,8 @@ SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHe
/** /**
* Initializes a flex skeleton to a looping animation, dynamically allocating the frame tables if not given. * Initializes a flex skeleton to a looping animation, dynamically allocating the frame tables if not given.
*/ */
BAD_RETURN(s32) BAD_RETURN(s32) SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
FlexSkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg); FlexSkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
skelAnime->limbCount = skeletonHeader->sh.limbCount + 1; skelAnime->limbCount = skeletonHeader->sh.limbCount + 1;
@ -1440,9 +1438,8 @@ SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* sk
/** /**
* Initializes a skeleton with SkinLimbs to a looping animation, dynamically allocating the frame tables. * Initializes a skeleton with SkinLimbs to a looping animation, dynamically allocating the frame tables.
*/ */
BAD_RETURN(s32) BAD_RETURN(s32) SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation) {
AnimationHeader* animation) {
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg); SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
skelAnime->limbCount = skeletonHeader->limbCount + 1; skelAnime->limbCount = skeletonHeader->limbCount + 1;