clang format

This commit is contained in:
aMannus 2025-06-30 10:48:41 +02:00
commit 1be5ad18f5
38 changed files with 103 additions and 98 deletions

View file

@ -45,5 +45,5 @@ for ($i = 0; $i -lt $files.Length; $i++) {
$file = $files[$i] $file = $files[$i]
$relativePath = $file.FullName.Substring($basePath.Length + 1) $relativePath = $file.FullName.Substring($basePath.Length + 1)
Write-Host "Formatting [$($i+1)/$($files.Length)] $relativePath" Write-Host "Formatting [$($i+1)/$($files.Length)] $relativePath"
.\clang-format.exe -i $file.FullName clang-format -i $file.FullName
} }

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@ -206,13 +206,10 @@ typedef struct {
std::string french; std::string french;
} GetItemMessage; } GetItemMessage;
#define GIMESSAGE(giid, iid, english, german, french) \ #define GIMESSAGE(giid, iid, english, german, french) { giid, iid, english, german, french }
{ giid, iid, english, german, french }
#define GIMESSAGE_UNTRANSLATED(giid, iid, message) \ #define GIMESSAGE_UNTRANSLATED(giid, iid, message) { giid, iid, message, message, message }
{ giid, iid, message, message, message }
#define GIMESSAGE_NO_GERMAN(giid, iid, english, french) \ #define GIMESSAGE_NO_GERMAN(giid, iid, english, french) { giid, iid, english, english, french }
{ giid, iid, english, english, french }
#endif #endif

View file

@ -30,17 +30,19 @@ typedef enum GetItemCategory {
} GetItemCategory; } GetItemCategory;
#define GET_ITEM(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, getItemId) \ #define GET_ITEM(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, getItemId) \
{ \ { itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), \
itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), textId, objectId, modIndex, \ textId, objectId, modIndex, \
modIndex, getItemId, drawId, true, ITEM_FROM_NPC, itemCategory, itemId, modIndex, NULL \ modIndex, getItemId, drawId, \
} true, ITEM_FROM_NPC, itemCategory, \
itemId, modIndex, NULL }
#define GET_ITEM_CUSTOM_TABLE(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, tableId, \ #define GET_ITEM_CUSTOM_TABLE(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, tableId, \
getItemId) \ getItemId) \
{ \ { itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), \
itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), textId, objectId, modIndex, \ textId, objectId, modIndex, \
tableId, getItemId, drawId, true, ITEM_FROM_NPC, itemCategory, itemId, modIndex, NULL \ tableId, getItemId, drawId, \
} true, ITEM_FROM_NPC, itemCategory, \
itemId, modIndex, NULL }
#define GET_ITEM_NONE \ #define GET_ITEM_NONE \
{ ITEM_NONE, 0, 0, 0, 0, 0, 0, 0, 0, false, ITEM_FROM_NPC, ITEM_CATEGORY_JUNK, ITEM_NONE, 0, NULL } { ITEM_NONE, 0, 0, 0, 0, 0, 0, 0, 0, false, ITEM_FROM_NPC, ITEM_CATEGORY_JUNK, ITEM_NONE, 0, NULL }

View file

@ -29,10 +29,21 @@ void Randomizer_DrawBombchuBag(PlayState* play, GetItemEntry* getItemEntry);
void Randomizer_DrawOverworldKey(PlayState* play, GetItemEntry* getItemEntry); void Randomizer_DrawOverworldKey(PlayState* play, GetItemEntry* getItemEntry);
#define GET_ITEM_MYSTERY \ #define GET_ITEM_MYSTERY \
{ \ { ITEM_NONE_FE, \
ITEM_NONE_FE, 0, 0, 0, 0, MOD_RANDOMIZER, MOD_RANDOMIZER, ITEM_NONE_FE, 0, false, ITEM_FROM_NPC, \ 0, \
ITEM_CATEGORY_JUNK, ITEM_NONE_FE, MOD_RANDOMIZER, (CustomDrawFunc)Randomizer_DrawMysteryItem \ 0, \
} 0, \
0, \
MOD_RANDOMIZER, \
MOD_RANDOMIZER, \
ITEM_NONE_FE, \
0, \
false, \
ITEM_FROM_NPC, \
ITEM_CATEGORY_JUNK, \
ITEM_NONE_FE, \
MOD_RANDOMIZER, \
(CustomDrawFunc)Randomizer_DrawMysteryItem }
#ifdef __cplusplus #ifdef __cplusplus
}; };
#endif #endif

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@ -62,8 +62,7 @@ class EventAccess {
std::string CleanCheckConditionString(std::string condition); std::string CleanCheckConditionString(std::string condition);
#define LOCATION(check, condition) \ #define LOCATION(check, condition) \
LocationAccess( \ LocationAccess(check, [] { return condition; }, CleanCheckConditionString(#condition))
check, [] { return condition; }, CleanCheckConditionString(#condition))
// this class is meant to hold an item location with a boolean function to determine its accessibility from a specific // this class is meant to hold an item location with a boolean function to determine its accessibility from a specific
// area // area

View file

@ -76,12 +76,8 @@ typedef struct {
extern EntranceTrackingData gEntranceTrackingData; extern EntranceTrackingData gEntranceTrackingData;
#define SINGLE_SCENE_INFO(scene) \ #define SINGLE_SCENE_INFO(scene) { { scene, -1 } }
{ \ #define SCENE_NO_SPAWN(scene) { scene, -1 }
{ scene, -1 } \
}
#define SCENE_NO_SPAWN(scene) \
{ scene, -1 }
void SetCurrentGrottoIDForTracker(int16_t entranceIndex); void SetCurrentGrottoIDForTracker(int16_t entranceIndex);
void SetLastEntranceOverrideForTracker(int16_t entranceIndex); void SetLastEntranceOverrideForTracker(int16_t entranceIndex);

View file

@ -19,11 +19,9 @@ bool HasSong(ItemTrackerItem);
bool HasQuestItem(ItemTrackerItem); bool HasQuestItem(ItemTrackerItem);
bool HasEquipment(ItemTrackerItem); bool HasEquipment(ItemTrackerItem);
#define ITEM_TRACKER_ITEM(id, data, drawFunc) \ #define ITEM_TRACKER_ITEM(id, data, drawFunc) { id, #id, #id "_Faded", data, drawFunc }
{ id, #id, #id "_Faded", data, drawFunc }
#define ITEM_TRACKER_ITEM_CUSTOM(id, name, nameFaded, data, drawFunc) \ #define ITEM_TRACKER_ITEM_CUSTOM(id, name, nameFaded, data, drawFunc) { id, #name, #nameFaded "_Faded", data, drawFunc }
{ id, #name, #nameFaded "_Faded", data, drawFunc }
static std::vector<const char*> itemTrackerWindowIDs = { "Item Tracker", static std::vector<const char*> itemTrackerWindowIDs = { "Item Tracker",
"Inventory Items Tracker", "Inventory Items Tracker",

View file

@ -852,8 +852,8 @@ void SaveStateMgr::ProcessSaveStateRequests(void) {
SPDLOG_ERROR("Invalid SaveState slot: {}", request.slot); SPDLOG_ERROR("Invalid SaveState slot: {}", request.slot);
} }
break; break;
[[unlikely]] default [[unlikely]] default:
: SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type)); SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type));
break; break;
} }
this->requests.pop(); this->requests.pop();
@ -882,8 +882,8 @@ SaveStateReturn SaveStateMgr::AddRequest(const SaveStateRequest request) {
1.0f, true, "state slot %u empty", request.slot); 1.0f, true, "state slot %u empty", request.slot);
return SaveStateReturn::FAIL_INVALID_SLOT; return SaveStateReturn::FAIL_INVALID_SLOT;
} }
[[unlikely]] default [[unlikely]] default:
: SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type)); SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type));
return SaveStateReturn::FAIL_BAD_REQUEST; return SaveStateReturn::FAIL_BAD_REQUEST;
} }
} }

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@ -1411,7 +1411,8 @@ extern "C" void Graph_StartFrame() {
case SaveStateReturn::FAIL_WRONG_GAMESTATE: case SaveStateReturn::FAIL_WRONG_GAMESTATE:
SPDLOG_ERROR("[SOH] Can not save a state outside of \"GamePlay\""); SPDLOG_ERROR("[SOH] Can not save a state outside of \"GamePlay\"");
break; break;
[[unlikely]] default : break; [[unlikely]] default:
break;
} }
break; break;
} }
@ -1453,7 +1454,8 @@ extern "C" void Graph_StartFrame() {
case SaveStateReturn::FAIL_WRONG_GAMESTATE: case SaveStateReturn::FAIL_WRONG_GAMESTATE:
SPDLOG_ERROR("[SOH] Can not load a state outside of \"GamePlay\""); SPDLOG_ERROR("[SOH] Can not load a state outside of \"GamePlay\"");
break; break;
[[unlikely]] default : break; [[unlikely]] default:
break;
} }
break; break;

View file

@ -166,8 +166,8 @@ void SohMenu::AddMenuNetwork() {
AddWidget(path, "Spawned Enemies Ignored Ingame", WIDGET_CVAR_CHECKBOX) AddWidget(path, "Spawned Enemies Ignored Ingame", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_REMOTE_CROWD_CONTROL("SpawnedEnemiesIgnoredIngame")) .CVar(CVAR_REMOTE_CROWD_CONTROL("SpawnedEnemiesIgnoredIngame"))
.RaceDisable(true) .RaceDisable(true)
.Options(CheckboxOptions().Tooltip( .Options(CheckboxOptions().Tooltip("Enemies spawned by CrowdControl won't be considered for \"clear enemy "
"Enemies spawned by CrowdControl won't be considered for \"clear enemy rooms\", so they don't need to be killed to complete these rooms.")); "rooms\", so they don't need to be killed to complete these rooms."));
} }
} // namespace SohGui } // namespace SohGui