diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/depsgraph/intern/node/deg_node_id.h | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/depsgraph/intern/node/deg_node_id.h')
-rw-r--r-- | source/blender/depsgraph/intern/node/deg_node_id.h | 88 |
1 files changed, 44 insertions, 44 deletions
diff --git a/source/blender/depsgraph/intern/node/deg_node_id.h b/source/blender/depsgraph/intern/node/deg_node_id.h index bbf671790c7..34d78e29060 100644 --- a/source/blender/depsgraph/intern/node/deg_node_id.h +++ b/source/blender/depsgraph/intern/node/deg_node_id.h @@ -35,71 +35,71 @@ typedef uint64_t IDComponentsMask; /* NOTE: We use max comparison to mark an id node that is linked more than once * So keep this enum ordered accordingly. */ enum eDepsNode_LinkedState_Type { - /* Generic indirectly linked id node. */ - DEG_ID_LINKED_INDIRECTLY = 0, - /* Id node present in the set (background) only. */ - DEG_ID_LINKED_VIA_SET = 1, - /* Id node directly linked via the SceneLayer. */ - DEG_ID_LINKED_DIRECTLY = 2, + /* Generic indirectly linked id node. */ + DEG_ID_LINKED_INDIRECTLY = 0, + /* Id node present in the set (background) only. */ + DEG_ID_LINKED_VIA_SET = 1, + /* Id node directly linked via the SceneLayer. */ + DEG_ID_LINKED_DIRECTLY = 2, }; const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state); /* ID-Block Reference */ struct IDNode : public Node { - struct ComponentIDKey { - ComponentIDKey(NodeType type, const char *name = ""); - bool operator==(const ComponentIDKey &other) const; + struct ComponentIDKey { + ComponentIDKey(NodeType type, const char *name = ""); + bool operator==(const ComponentIDKey &other) const; - NodeType type; - const char *name; - }; + NodeType type; + const char *name; + }; - virtual void init(const ID *id, const char *subdata) override; - void init_copy_on_write(ID *id_cow_hint = NULL); - ~IDNode(); - void destroy(); + virtual void init(const ID *id, const char *subdata) override; + void init_copy_on_write(ID *id_cow_hint = NULL); + ~IDNode(); + void destroy(); - virtual string identifier() const override; + virtual string identifier() const override; - ComponentNode *find_component(NodeType type, const char *name = "") const; - ComponentNode *add_component(NodeType type, const char *name = ""); + ComponentNode *find_component(NodeType type, const char *name = "") const; + ComponentNode *add_component(NodeType type, const char *name = ""); - virtual void tag_update(Depsgraph *graph, eUpdateSource source) override; + virtual void tag_update(Depsgraph *graph, eUpdateSource source) override; - void finalize_build(Depsgraph *graph); + void finalize_build(Depsgraph *graph); - IDComponentsMask get_visible_components_mask() const; + IDComponentsMask get_visible_components_mask() const; - /* ID Block referenced. */ - ID *id_orig; - ID *id_cow; + /* ID Block referenced. */ + ID *id_orig; + ID *id_cow; - /* Hash to make it faster to look up components. */ - GHash *components; + /* Hash to make it faster to look up components. */ + GHash *components; - /* Additional flags needed for scene evaluation. - * TODO(sergey): Only needed for until really granular updates - * of all the entities. */ - uint32_t eval_flags; - uint32_t previous_eval_flags; + /* Additional flags needed for scene evaluation. + * TODO(sergey): Only needed for until really granular updates + * of all the entities. */ + uint32_t eval_flags; + uint32_t previous_eval_flags; - /* Extra customdata mask which needs to be evaluated for the mesh object. */ - DEGCustomDataMeshMasks customdata_masks; - DEGCustomDataMeshMasks previous_customdata_masks; + /* Extra customdata mask which needs to be evaluated for the mesh object. */ + DEGCustomDataMeshMasks customdata_masks; + DEGCustomDataMeshMasks previous_customdata_masks; - eDepsNode_LinkedState_Type linked_state; + eDepsNode_LinkedState_Type linked_state; - /* Indicates the datablock is visible in the evaluated scene. */ - bool is_directly_visible; + /* Indicates the datablock is visible in the evaluated scene. */ + bool is_directly_visible; - /* For the collection type of ID, denotes whether collection was fully - * recursed into. */ - bool is_collection_fully_expanded; + /* For the collection type of ID, denotes whether collection was fully + * recursed into. */ + bool is_collection_fully_expanded; - IDComponentsMask visible_components_mask; - IDComponentsMask previously_visible_components_mask; + IDComponentsMask visible_components_mask; + IDComponentsMask previously_visible_components_mask; - DEG_DEPSNODE_DECLARE; + DEG_DEPSNODE_DECLARE; }; } // namespace DEG |