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Reformat the code, using:
find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
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@ -11,11 +11,11 @@
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Please note that the Irrlicht Engine is based in part on the work of the
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@ -246,72 +246,71 @@
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//! Everything in the Irrlicht Engine can be found in this namespace.
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namespace irr
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{
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//! Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.
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/** If you need more parameters to be passed to the creation of the Irrlicht Engine device,
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use the createDeviceEx() function.
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\param driverType: Type of the video driver to use.
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\param windowSize: Size of the window or the video mode in fullscreen mode.
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\param bits: Bits per pixel in fullscreen mode. Ignored if windowed mode.
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\param fullscreen: Should be set to true if the device should run in fullscreen. Otherwise
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the device runs in windowed mode.
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\param stencilbuffer: Specifies if the stencil buffer should be enabled. Set this to true,
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if you want the engine be able to draw stencil buffer shadows. Note that not all
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devices are able to use the stencil buffer. If they don't no shadows will be drawn.
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\param vsync: Specifies vertical synchronization: If set to true, the driver will wait
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for the vertical retrace period, otherwise not.
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\param receiver: A user created event receiver.
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\return Returns pointer to the created IrrlichtDevice or null if the
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device could not be created.
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*/
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extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDevice(
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//! Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.
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/** If you need more parameters to be passed to the creation of the Irrlicht Engine device,
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use the createDeviceEx() function.
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\param driverType: Type of the video driver to use.
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\param windowSize: Size of the window or the video mode in fullscreen mode.
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\param bits: Bits per pixel in fullscreen mode. Ignored if windowed mode.
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\param fullscreen: Should be set to true if the device should run in fullscreen. Otherwise
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the device runs in windowed mode.
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\param stencilbuffer: Specifies if the stencil buffer should be enabled. Set this to true,
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if you want the engine be able to draw stencil buffer shadows. Note that not all
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devices are able to use the stencil buffer. If they don't no shadows will be drawn.
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\param vsync: Specifies vertical synchronization: If set to true, the driver will wait
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for the vertical retrace period, otherwise not.
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\param receiver: A user created event receiver.
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\return Returns pointer to the created IrrlichtDevice or null if the
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device could not be created.
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*/
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extern "C" IRRLICHT_API IrrlichtDevice *IRRCALLCONV createDevice(
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video::E_DRIVER_TYPE driverType = video::EDT_OPENGL,
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// parentheses are necessary for some compilers
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const core::dimension2d<u32>& windowSize = (core::dimension2d<u32>(640,480)),
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const core::dimension2d<u32> &windowSize = (core::dimension2d<u32>(640, 480)),
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u32 bits = 32,
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bool fullscreen = false,
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bool stencilbuffer = true,
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bool vsync = false,
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IEventReceiver* receiver = 0);
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IEventReceiver *receiver = 0);
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//! Creates an Irrlicht device with the option to specify advanced parameters.
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/** Usually you should used createDevice() for creating an Irrlicht Engine device.
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Use this function only if you wish to specify advanced parameters like a window
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handle in which the device should be created.
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\param parameters: Structure containing advanced parameters for the creation of the device.
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See irr::SIrrlichtCreationParameters for details.
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\return Returns pointer to the created IrrlichtDevice or null if the
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device could not be created. */
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extern "C" IRRLICHT_API IrrlichtDevice *IRRCALLCONV createDeviceEx(
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const SIrrlichtCreationParameters ¶meters);
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//! Creates an Irrlicht device with the option to specify advanced parameters.
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/** Usually you should used createDevice() for creating an Irrlicht Engine device.
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Use this function only if you wish to specify advanced parameters like a window
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handle in which the device should be created.
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\param parameters: Structure containing advanced parameters for the creation of the device.
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See irr::SIrrlichtCreationParameters for details.
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\return Returns pointer to the created IrrlichtDevice or null if the
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device could not be created. */
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extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDeviceEx(
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const SIrrlichtCreationParameters& parameters);
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// THE FOLLOWING IS AN EMPTY LIST OF ALL SUB NAMESPACES
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// EXISTING ONLY FOR THE DOCUMENTATION SOFTWARE DOXYGEN.
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// THE FOLLOWING IS AN EMPTY LIST OF ALL SUB NAMESPACES
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// EXISTING ONLY FOR THE DOCUMENTATION SOFTWARE DOXYGEN.
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//! Basic classes such as vectors, planes, arrays, lists, and so on can be found in this namespace.
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namespace core
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{
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}
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//! Basic classes such as vectors, planes, arrays, lists, and so on can be found in this namespace.
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namespace core
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{
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}
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//! The gui namespace contains useful classes for easy creation of a graphical user interface.
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namespace gui
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{
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}
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//! The gui namespace contains useful classes for easy creation of a graphical user interface.
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namespace gui
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{
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}
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//! This namespace provides interfaces for input/output: Reading and writing files, accessing zip archives, ...
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namespace io
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{
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}
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//! This namespace provides interfaces for input/output: Reading and writing files, accessing zip archives, ...
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namespace io
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{
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}
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//! All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
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namespace scene
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{
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}
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//! All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
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namespace scene
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{
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}
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//! The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done here.
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namespace video
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{
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}
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//! The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done here.
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namespace video
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{
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}
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}
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/*! \file irrlicht.h
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