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Clang-format continuation indent fixes + .gitignore additions

* Proper support for continuation indents in clang format
* make src/wieldmesh.h proper and remove it from whitelist
* Add CLion default build directories in .gitignore
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nerzhul committed Apr 6, 2017
1 parent 00138a5 commit be0663696514dd3d3525949be7c317c9eae9dbb0
Showing with 12 additions and 13 deletions.
  1. +2 −0 .clang-format
  2. +2 −0 .gitignore
  3. +8 −12 src/wieldmesh.h
  4. +0 −1 util/travis/clang-format-whitelist.txt
@@ -21,3 +21,5 @@ IncludeCategories:
Priority: 2
- Regex: '^<.*'
Priority: 1
AlignAfterOpenBracket: DontAlign
ContinuationIndentWidth: 16
@@ -75,6 +75,8 @@ locale/
*.ninja
.ninja*
*.gch
cmake-build-debug/
cmake-build-release/

## Android build files
build/android/src/main/assets
@@ -20,8 +20,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef WIELDMESH_HEADER
#define WIELDMESH_HEADER

#include "irrlichttypes_extrabloated.h"
#include <string>
#include "irrlichttypes_extrabloated.h"

struct ItemStack;
class Client;
@@ -31,30 +31,27 @@ struct TileSpec;
/*
Wield item scene node, renders the wield mesh of some item
*/
class WieldMeshSceneNode: public scene::ISceneNode
class WieldMeshSceneNode : public scene::ISceneNode
{
public:
WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
s32 id = -1, bool lighting = false);
virtual ~WieldMeshSceneNode();

void setCube(const TileSpec tiles[6],
v3f wield_scale, ITextureSource *tsrc);
void setExtruded(const std::string &imagename,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
void setCube(const TileSpec tiles[6], v3f wield_scale, ITextureSource *tsrc);
void setExtruded(const std::string &imagename, v3f wield_scale,
ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, Client *client);

// Sets the vertex color of the wield mesh.
// Must only be used if the constructor was called with lighting = false
void setColor(video::SColor color);

scene::IMesh *getMesh()
{ return m_meshnode->getMesh(); }
scene::IMesh *getMesh() { return m_meshnode->getMesh(); }

virtual void render();

virtual const aabb3f &getBoundingBox() const
{ return m_bounding_box; }
virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }

private:
void changeToMesh(scene::IMesh *mesh);
@@ -84,6 +81,5 @@ class WieldMeshSceneNode: public scene::ISceneNode

scene::IMesh *getItemMesh(Client *client, const ItemStack &item);

scene::IMesh *getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename);
scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
#endif
@@ -438,4 +438,3 @@ src/voxelalgorithms.h
src/voxel.cpp
src/voxel.h
src/wieldmesh.cpp
src/wieldmesh.h

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