Style: Harmonize header includes in modules

This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
This commit is contained in:
Rémi Verschelde
2023-06-13 16:56:21 +02:00
parent 7734146060
commit 25b2f1780a
217 changed files with 572 additions and 415 deletions

View File

@ -32,9 +32,10 @@
#define GDSCRIPT_EXTEND_PARSER_H
#include "../gdscript_parser.h"
#include "core/variant/variant.h"
#include "godot_lsp.h"
#include "core/variant/variant.h"
#ifndef LINE_NUMBER_TO_INDEX
#define LINE_NUMBER_TO_INDEX(p_line) ((p_line)-1)
#endif

View File

@ -31,13 +31,14 @@
#ifndef GDSCRIPT_LANGUAGE_PROTOCOL_H
#define GDSCRIPT_LANGUAGE_PROTOCOL_H
#include "core/io/stream_peer.h"
#include "core/io/stream_peer_tcp.h"
#include "core/io/tcp_server.h"
#include "gdscript_text_document.h"
#include "gdscript_workspace.h"
#include "godot_lsp.h"
#include "core/io/stream_peer.h"
#include "core/io/stream_peer_tcp.h"
#include "core/io/tcp_server.h"
#include "modules/modules_enabled.gen.h" // For jsonrpc.
#ifdef MODULE_JSONRPC_ENABLED
#include "modules/jsonrpc/jsonrpc.h"

View File

@ -32,9 +32,10 @@
#define GDSCRIPT_LANGUAGE_SERVER_H
#include "../gdscript_parser.h"
#include "editor/editor_plugin.h"
#include "gdscript_language_protocol.h"
#include "editor/editor_plugin.h"
class GDScriptLanguageServer : public EditorPlugin {
GDCLASS(GDScriptLanguageServer, EditorPlugin);

View File

@ -31,11 +31,12 @@
#include "gdscript_text_document.h"
#include "../gdscript.h"
#include "gdscript_extend_parser.h"
#include "gdscript_language_protocol.h"
#include "core/os/os.h"
#include "editor/editor_settings.h"
#include "editor/plugins/script_text_editor.h"
#include "gdscript_extend_parser.h"
#include "gdscript_language_protocol.h"
#include "servers/display_server.h"
void GDScriptTextDocument::_bind_methods() {

View File

@ -31,9 +31,10 @@
#ifndef GDSCRIPT_TEXT_DOCUMENT_H
#define GDSCRIPT_TEXT_DOCUMENT_H
#include "godot_lsp.h"
#include "core/io/file_access.h"
#include "core/object/ref_counted.h"
#include "godot_lsp.h"
class GDScriptTextDocument : public RefCounted {
GDCLASS(GDScriptTextDocument, RefCounted)

View File

@ -32,6 +32,8 @@
#include "../gdscript.h"
#include "../gdscript_parser.h"
#include "gdscript_language_protocol.h"
#include "core/config/project_settings.h"
#include "core/object/script_language.h"
#include "editor/doc_tools.h"
@ -39,7 +41,6 @@
#include "editor/editor_help.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "gdscript_language_protocol.h"
#include "scene/resources/packed_scene.h"
void GDScriptWorkspace::_bind_methods() {

View File

@ -32,11 +32,12 @@
#define GDSCRIPT_WORKSPACE_H
#include "../gdscript_parser.h"
#include "core/variant/variant.h"
#include "editor/editor_file_system.h"
#include "gdscript_extend_parser.h"
#include "godot_lsp.h"
#include "core/variant/variant.h"
#include "editor/editor_file_system.h"
class GDScriptWorkspace : public RefCounted {
GDCLASS(GDScriptWorkspace, RefCounted);