forked from blender/blender
Campbell Barton
93972c8910
Make use of `StatementMacros` so Python structs are formatted correctly. The comment about STRINGIFY doesn't seem to be valid anymore, so this has been left out.
268 lines
7.0 KiB
YAML
268 lines
7.0 KiB
YAML
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# Configuration of clang-format
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# =============================
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#
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# Tested to work with versions: 8 to 11.
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# This causes parameters on continuations to align to the opening brace.
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#
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# like_this_long_name(parameter_one,
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# parameter_two,
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# parameter_three);
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#
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AlignAfterOpenBracket: 'Align'
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# Disallow short functions on one line; break them up.
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AllowShortBlocksOnASingleLine: false
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# These two settings trigger stacking of parameters in most cases; this is
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# easier to read and also makes diffs easier to read (since an added or removed
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# parameter is obvious). For example, function calls will look like this:
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#
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# like_this_long_name(parameter_one,
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# parameter_two,
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# parameter_three,
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# parameter_four,
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# parameter_five,
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# parameter_six);
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#
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# Instead of:
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#
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# like_this_long_name(parameter_one, parameter_two, parameter_three, parameter_four,
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# parameter_five, parameter_six);
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#
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BinPackArguments: false
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BinPackParameters: false
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# Line width (don't exceed 100).
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ColumnLimit: 99
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# Cause initializer lists to have one member initialized per line, in the case
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# that all initializers can't fit on a single line.
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ConstructorInitializerAllOnOneLineOrOnePerLine: true
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# Indent the : after a constructor. For example:
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#
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# explicit foo_class ()
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# : member1_(5)
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# {
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# }
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#
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ConstructorInitializerIndentWidth: 4
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# Make access modifier slightly more visible.
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AccessModifierOffset: -1
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# This will unfortunately use spaces in some cases where it's not desired (like
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# function calls) but the overall result is better since it will allow
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# alignment to work properly with different tab width settings.
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ContinuationIndentWidth: 4
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# This tries to match Blender's style as much as possible. One
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BreakBeforeBraces: Custom
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BraceWrapping: {
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AfterClass: 'false'
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AfterControlStatement: 'false'
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AfterEnum : 'false'
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AfterFunction : 'true'
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AfterNamespace : 'false'
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AfterStruct : 'false'
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AfterUnion : 'false'
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BeforeCatch : 'true'
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BeforeElse : 'true'
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IndentBraces : 'false'
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AfterObjCDeclaration: 'true'
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}
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# For switch statements, indent the cases.
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IndentCaseLabels: true
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# Indent after the hash inside preprocessor directives
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IndentPPDirectives: AfterHash
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BreakBeforeTernaryOperators: false
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SpaceAfterTemplateKeyword: false
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# Handy comment at the end of each C++ name space.
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FixNamespaceComments: true
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# Use "if (...)" instead of "if(...)", but have function calls like foo().
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SpaceBeforeParens: ControlStatements
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SpaceInEmptyParentheses: false
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# Use two spaces before trailing comments, for example
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#
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# foo = bar; // comment
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#
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# Note that this doesn't work for C-style comments.
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SpacesBeforeTrailingComments: 2
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# Reflow comments, developers must disable formatting as with code to override this.
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ReflowComments: true
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# Never use tabs for indentation.
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# Note: TabWidth and IndentWidth must be the same, or strange things happen.
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UseTab: Never
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TabWidth: 2
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IndentWidth: 2
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# Add a big penalty on breaking after the return type of functions. For example,
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#
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# static void foo(...)
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#
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# Instead of:
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#
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# static void
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# foo(very long content here that maybe could be stacked)
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#
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PenaltyReturnTypeOnItsOwnLine: 10000
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# Avoid having function calls broken onto a new line:
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#
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# int a = foo(
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# long, list, of, many, params);
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#
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# Instead of:
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#
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# int a =
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# foo(long, list, of, many, params);
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#
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PenaltyBreakAssignment: 100
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AllowShortFunctionsOnASingleLine: None
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SortIncludes: true
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# Don't right align escaped newlines to the right because we have a wide default
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AlignEscapedNewlines: DontAlign
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# Always break:
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#
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# const char *foo =
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# "multi"
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# "line";
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#
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# Instead of:
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#
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# const char *foo = "multi"
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# "line";
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#
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AlwaysBreakBeforeMultilineStrings: true
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# We don't want literal strings to break,
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# however clang-format seems to ignore this (sigh).
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PenaltyBreakString: 1000000
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# There are macros in Blender for custom for loops; tell Clang to treat them
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# like loops rather than an expression, and so put the { on the same line.
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#
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# To find these use multi-line regex search:
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# "^\s+[A-Z][A-Z0-9_]+\s*\([^\n]*\)\n\s*\{"
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ForEachMacros:
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- BEGIN_ANIMFILTER_SUBCHANNELS
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- BKE_pbvh_vertex_iter_begin
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- BLI_FOREACH_SPARSE_RANGE
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- BLI_SMALLSTACK_ITER_BEGIN
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- BMO_ITER
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- BMO_ITER_INDEX
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- BMW_ITER
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- BM_FACES_OF_VERT_ITER_BEGIN
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- BM_ITER_BPY_BM_SEQ
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- BM_ITER_ELEM
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- BM_ITER_ELEM_INDEX
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- BM_ITER_MESH
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- BM_ITER_MESH_INDEX
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- BM_ITER_MESH_MUTABLE
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- BM_LOOPS_OF_VERT_ITER_BEGIN
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- BOOST_FOREACH
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- CTX_DATA_BEGIN
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- CTX_DATA_BEGIN_WITH_ID
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- DEG_OBJECT_ITER_BEGIN
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- DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN
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- DRIVER_TARGETS_LOOPER_BEGIN
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- DRIVER_TARGETS_USED_LOOPER_BEGIN
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- FOREACH_BASE_IN_EDIT_MODE_BEGIN
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- FOREACH_BASE_IN_MODE_BEGIN
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- FOREACH_BEGIN
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- FOREACH_COLLECTION_BEGIN
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- FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN
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- FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN
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- FOREACH_EDIT_OBJECT_BEGIN
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- FOREACH_MAIN_ID_BEGIN
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- FOREACH_MAIN_LISTBASE_BEGIN
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- FOREACH_MAIN_LISTBASE_ID_BEGIN
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- FOREACH_MESH_BUFFER_CACHE
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- FOREACH_NODETREE_BEGIN
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- FOREACH_OBJECT_BEGIN
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- FOREACH_OBJECT_FLAG_BEGIN
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- FOREACH_OBJECT_IN_EDIT_MODE_BEGIN
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- FOREACH_OBJECT_IN_MODE_BEGIN
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- FOREACH_OBJECT_RENDERABLE_BEGIN
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- FOREACH_PCHAN_SELECTED_IN_OBJECT_BEGIN
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- FOREACH_PCHAN_VISIBLE_IN_OBJECT_BEGIN
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- FOREACH_SCENE_COLLECTION_BEGIN
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- FOREACH_SCENE_OBJECT_BEGIN
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- FOREACH_SELECTED_BASE_BEGIN
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- FOREACH_SELECTED_EDITABLE_OBJECT_BEGIN
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- FOREACH_SELECTED_OBJECT_BEGIN
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- FOREACH_TRANS_DATA_CONTAINER
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- FOREACH_VIEW_LAYER_TO_RENDER_BEGIN
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- FOREACH_VISIBLE_BASE_BEGIN
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- FOREACH_VISIBLE_OBJECT_BEGIN
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- GHASH_FOREACH_BEGIN
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- GHASH_ITER
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- GHASH_ITER_INDEX
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- GPU_SELECT_LOAD_IF_PICKSEL_LIST
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- GP_EDITABLE_STROKES_BEGIN
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- GP_EVALUATED_STROKES_BEGIN
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- GSET_FOREACH_BEGIN
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- GSET_ITER
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- GSET_ITER_INDEX
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- ITER_BEGIN
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- ITER_PIXELS
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- ITER_SLOTS
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- ITER_SLOTS_BEGIN
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- LOOP_EDITED_POINTS
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- LOOP_KEYS
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- LOOP_POINTS
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- LOOP_SELECTED_KEYS
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- LOOP_SELECTED_POINTS
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- LOOP_TAGGED_KEYS
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- LOOP_TAGGED_POINTS
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- LOOP_UNSELECTED_POINTS
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- LOOP_VISIBLE_KEYS
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- LOOP_VISIBLE_POINTS
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- LISTBASE_CIRCULAR_BACKWARD_BEGIN
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- LISTBASE_CIRCULAR_FORWARD_BEGIN
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- LISTBASE_FOREACH
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- LISTBASE_FOREACH_BACKWARD
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- LISTBASE_FOREACH_MUTABLE
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- LISTBASE_FOREACH_BACKWARD_MUTABLE
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- LISTBASE_FOREACH_INDEX
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- MAN_ITER_AXES_BEGIN
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- NODE_INSTANCE_HASH_ITER
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- NODE_SOCKET_TYPES_BEGIN
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- NODE_TREE_TYPES_BEGIN
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- NODE_TYPES_BEGIN
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- PIXEL_LOOPER_BEGIN
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- PIXEL_LOOPER_BEGIN_CHANNELS
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- RENDER_PASS_ITER_BEGIN
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- RNA_BEGIN
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- RNA_PROP_BEGIN
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- RNA_STRUCT_BEGIN
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- RNA_STRUCT_BEGIN_SKIP_RNA_TYPE
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- SCULPT_VERTEX_DUPLICATES_AND_NEIGHBORS_ITER_BEGIN
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- SCULPT_VERTEX_NEIGHBORS_ITER_BEGIN
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- SEQ_ALL_BEGIN
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- SURFACE_QUAD_ITER_BEGIN
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- foreach
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- ED_screen_areas_iter
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- SLOT_PROBING_BEGIN
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- SET_SLOT_PROBING_BEGIN
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- MAP_SLOT_PROBING_BEGIN
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- VECTOR_SET_SLOT_PROBING_BEGIN
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StatementMacros:
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- PyObject_VAR_HEAD
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