Style: Set clang-format Standard to c++14

This commit is contained in:
Rémi Verschelde
2021-05-04 14:20:36 +02:00
parent 7e61be3cb0
commit 6e600cb3f0
248 changed files with 841 additions and 842 deletions

View File

@ -1358,7 +1358,7 @@ void SceneTreeDock::_set_owners(Node *p_owner, const Array &p_nodes) {
}
}
void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath> > *p_renames) {
void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath>> *p_renames) {
base_path.push_back(p_node->get_name());
if (new_base_path.size())
@ -1381,7 +1381,7 @@ void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<Stri
}
}
void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath> > *p_renames) {
void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath>> *p_renames) {
Vector<StringName> base_path;
Node *n = p_node->get_parent();
while (n) {
@ -1404,9 +1404,9 @@ void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pai
_fill_path_renames(base_path, new_base_path, p_node, p_renames);
}
void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath> > *p_renames, Map<Ref<Animation>, Set<int> > *r_rem_anims) {
void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath>> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims) {
Map<Ref<Animation>, Set<int> > rem_anims;
Map<Ref<Animation>, Set<int>> rem_anims;
if (!r_rem_anims)
r_rem_anims = &rem_anims;
@ -1436,7 +1436,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
Variant p = p_base->get(propertyname);
if (p.get_type() == Variant::NODE_PATH) {
NodePath root_path_new = root_path;
for (List<Pair<NodePath, NodePath> >::Element *F = p_renames->front(); F; F = F->next()) {
for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
if (root_path == F->get().first) {
root_path_new = F->get().second;
break;
@ -1444,7 +1444,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
}
// Goes through all paths to check if its matching
for (List<Pair<NodePath, NodePath> >::Element *F = p_renames->front(); F; F = F->next()) {
for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
NodePath rel_path_old = root_path.rel_path_to(F->get().first);
// if old path detected, then it needs to be replaced with the new one
@ -1493,7 +1493,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
NodePath root_path = root->get_path();
NodePath new_root_path = root_path;
for (List<Pair<NodePath, NodePath> >::Element *E = p_renames->front(); E; E = E->next()) {
for (List<Pair<NodePath, NodePath>>::Element *E = p_renames->front(); E; E = E->next()) {
if (E->get().first == root_path) {
new_root_path = E->get().second;
@ -1532,7 +1532,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
if (!ran.has(i))
continue; //channel was removed
for (List<Pair<NodePath, NodePath> >::Element *F = p_renames->front(); F; F = F->next()) {
for (List<Pair<NodePath, NodePath>>::Element *F = p_renames->front(); F; F = F->next()) {
if (F->get().first == old_np) {
@ -1583,7 +1583,7 @@ void SceneTreeDock::perform_node_renames(Node *p_base, List<Pair<NodePath, NodeP
void SceneTreeDock::_node_prerenamed(Node *p_node, const String &p_new_name) {
List<Pair<NodePath, NodePath> > path_renames;
List<Pair<NodePath, NodePath>> path_renames;
Vector<StringName> base_path;
Node *n = p_node->get_parent();
@ -1708,7 +1708,7 @@ void SceneTreeDock::_do_reparent(Node *p_new_parent, int p_position_in_parent, V
editor_data->get_undo_redo().create_action(TTR("Reparent Node"));
List<Pair<NodePath, NodePath> > path_renames;
List<Pair<NodePath, NodePath>> path_renames;
Vector<StringName> former_names;
int inc = 0;
@ -1971,7 +1971,7 @@ void SceneTreeDock::_delete_confirm(bool p_cut) {
} else {
remove_list.sort_custom<Node::Comparator>(); //sort nodes to keep positions
List<Pair<NodePath, NodePath> > path_renames;
List<Pair<NodePath, NodePath>> path_renames;
//delete from animation
for (List<Node *>::Element *E = remove_list.front(); E; E = E->next()) {