Cleanup: missing leading '*' from comment blocks

This commit is contained in:
2021-07-30 22:20:13 +10:00
parent 88e774aa34
commit 5aa45c43f2
9 changed files with 18 additions and 19 deletions

View File

@@ -299,9 +299,9 @@ template<class T> class MEM_CacheLimiter {
if (!can_destroy_element(elem))
continue;
/* by default 0 means highest priority element */
/* casting a size type to int is questionable,
but unlikely to cause problems */
/* By default 0 means highest priority element. */
/* Casting a size type to int is questionable,
* but unlikely to cause problems. */
int priority = -((int)(queue.size()) - i - 1);
priority = item_priority_func(elem->get()->get_data(), priority);

View File

@@ -33,8 +33,8 @@ namespace blender {
template<
/* Type of the elements in the underlying array. */
typename T,
/* Binary function that takes two `const T &` inputs and returns true, when the first input has
greater priority than the second. */
/* Binary function that takes two `const T &` inputs and returns true,
* when the first input has greater priority than the second. */
typename FirstHasHigherPriority = std::greater<T>>
class InplacePriorityQueue {
private:

View File

@@ -1071,7 +1071,7 @@ void ui_draw_preview_item_stateless(const struct uiFontStyle *fstyle,
#define UI_TEXT_MARGIN_X 0.4f
#define UI_POPUP_MARGIN (UI_DPI_FAC * 12)
/* Margin at top of screen for popups. Note this value must be sufficient
to draw a popover arrow to avoid cropping it. */
* to draw a popover arrow to avoid cropping it. */
#define UI_POPUP_MENU_TOP (int)(10 * UI_DPI_FAC)
#define UI_PIXEL_AA_JITTER 8

View File

@@ -5965,8 +5965,8 @@ uiLayout *uiItemsAlertBox(uiBlock *block, const int size, const eAlertIcon icon)
const int text_points_max = MAX2(style->widget.points, style->widgetlabel.points);
const int dialog_width = icon_size + (text_points_max * size * U.dpi_fac);
/* By default, the space between icon and text/buttons will be equal to the 'columnspace',
this extra padding will add some space by increasing the left column width,
making the icon placement more symmetrical, between the block edge and the text. */
* this extra padding will add some space by increasing the left column width,
* making the icon placement more symmetrical, between the block edge and the text. */
const float icon_padding = 5.0f * U.dpi_fac;
/* Calculate the factor of the fixed icon column depending on the block width. */
const float split_factor = ((float)icon_size + icon_padding) /

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@@ -2292,7 +2292,7 @@ static void widget_draw_extra_icons(const uiWidgetColors *wcol,
const float icon_size = ICON_SIZE_FROM_BUTRECT(rect);
/* Offset of icons from the right edge. Keep in sync
with 'ui_but_extra_operator_icon_mouse_over_get'. */
* with 'ui_but_extra_operator_icon_mouse_over_get'. */
if (!BLI_listbase_is_empty(&but->extra_op_icons)) {
/* Eyeballed. */
rect->xmax -= 0.2 * icon_size;
@@ -2481,8 +2481,8 @@ static void widget_draw_text_icon(const uiFontStyle *fstyle,
}
else {
/* In case a separate text label and some other button are placed under each other,
and the outline of the button does not contrast with the background.
Add an offset (thickness of the outline) so that the text does not stick out visually. */
* and the outline of the button does not contrast with the background.
* Add an offset (thickness of the outline) so that the text does not stick out visually. */
if (but->drawflag & UI_BUT_TEXT_LEFT) {
rect->xmin += U.pixelsize;
}

View File

@@ -372,7 +372,7 @@ void gts_vertex_principal_directions(WVertex *v, Vec3r Kh, real Kg, Vec3r &e1, V
e = *itE;
/* Since this vertex passed the tests in gts_vertex_mean_curvature_normal(),
this should be true. */
* this should be true. */
// g_assert(gts_edge_face_number (e, s) == 2);
/* Identify the two triangles bordering e in s. */

View File

@@ -380,7 +380,7 @@ static void lineart_occlusion_single_line(LineartRenderBuffer *rb, LineartEdge *
/* Ignore this triangle if an intersection line directly comes from it, */
lineart_occlusion_is_adjacent_intersection(e, (LineartTriangle *)tri) ||
/* Or if this triangle isn't effectively occluding anything nor it's providing a
material flag. */
* material flag. */
((!tri->base.mat_occlusion) && (!tri->base.material_mask_bits))) {
continue;
}

View File

@@ -411,10 +411,9 @@ void MaterialNode::set_specular(COLLADAFW::ColorOrTexture &cot)
if (!has_specularity) {
/* If specularity is black or not defined reset the Specular value to 0
TODO: This is a solution only for a corner case. We must find a better
way to handle specularity in general. Also note that currently we
do not export specularity values, see EffectExporter::operator()
*/
* TODO: This is a solution only for a corner case. We must find a better
* way to handle specularity in general. Also note that currently we
* do not export specularity values, see EffectExporter::operator() */
bNodeSocket *socket = nodeFindSocket(shader_node, SOCK_IN, "Specular");
((bNodeSocketValueFloat *)socket->default_value)->value = 0.0f;
}

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@@ -238,8 +238,8 @@ static uiBlock *wm_block_create_splash(bContext *C, ARegion *region, void *UNUSE
if (!BLI_exists(userpref)) {
mt = WM_menutype_find("WM_MT_splash_quick_setup", true);
/* The UI_BLOCK_QUICK_SETUP flag prevents the button text from being left-aligned,
as it is for all menus due to the UI_BLOCK_LOOP flag, see in 'ui_def_but'. */
/* The #UI_BLOCK_QUICK_SETUP flag prevents the button text from being left-aligned,
* as it is for all menus due to the #UI_BLOCK_LOOP flag, see in #ui_def_but. */
UI_block_flag_enable(block, UI_BLOCK_QUICK_SETUP);
}
else {