Cleanup: style & header guards

This commit is contained in:
Campbell Barton 2017-05-08 11:44:58 +10:00
parent d2bd9195d4
commit d94e7936ee
6 changed files with 20 additions and 15 deletions

View File

@ -23,6 +23,9 @@
* \ingroup DNA
*/
#ifndef __EEVEE_PRIVATE_H__
#define __EEVEE_PRIVATE_H__
struct Object;
/* Minimum UBO is 16384 bytes */
@ -300,3 +303,5 @@ static const float cubefacemat[6][4][4] = {
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.0, 0.0, 1.0}},
};
#endif /* __EEVEE_PRIVATE_H__ */

View File

@ -23,8 +23,8 @@
* \ingroup draw
*/
#ifndef __DRAW_COMMON__
#define __DRAW_COMMON__
#ifndef __DRAW_COMMON_H__
#define __DRAW_COMMON_H__
struct DRWPass;
struct DRWShadingGroup;
@ -122,4 +122,4 @@ void DRW_shgroup_armature_edit(
bool DRW_pose_mode_armature(
struct Object *ob, struct Object *active_ob);
#endif /* __DRAW_COMMON__ */
#endif /* __DRAW_COMMON_H__ */

View File

@ -23,8 +23,8 @@
* \ingroup draw
*/
#ifndef __DRAW_MODES_ENGINES_H__
#define __DRAW_MODES_ENGINES_H__
#ifndef __DRAW_MODE_ENGINES_H__
#define __DRAW_MODE_ENGINES_H__
extern DrawEngineType draw_engine_object_type;
extern DrawEngineType draw_engine_edit_armature_type;
@ -41,4 +41,4 @@ extern DrawEngineType draw_engine_particle_type;
extern DrawEngineType draw_engine_pose_type;
extern DrawEngineType draw_engine_sculpt_type;
#endif /* __DRAW_MODES_ENGINES_H__ */
#endif /* __DRAW_MODE_ENGINES_H__ */

View File

@ -107,8 +107,8 @@ static void cmp_node_image_add_pass_output(bNodeTree *ntree, bNode *node,
BLI_strncpy(sockdata->pass_name, passname, sizeof(sockdata->pass_name));
sock_index = BLI_listbase_count(&node->outputs)-1;
if (sock_index != after_index+1) {
sock_index = BLI_listbase_count(&node->outputs) - 1;
if (sock_index != after_index + 1) {
bNodeSocket *after_sock = BLI_findlink(&node->outputs, after_index);
BLI_remlink(&node->outputs, sock);
BLI_insertlinkafter(&node->outputs, after_sock, sock);
@ -218,9 +218,9 @@ static void cmp_node_rlayer_create_outputs(bNodeTree *ntree, bNode *node, LinkNo
if (scene) {
RenderEngineType *engine_type = RE_engines_find(scene->r.engine);
if(engine_type && engine_type->update_render_passes) {
if (engine_type && engine_type->update_render_passes) {
SceneRenderLayer *srl = BLI_findlink(&scene->r.layers, node->custom1);
if(srl) {
if (srl) {
RLayerUpdateData *data = MEM_mallocN(sizeof(RLayerUpdateData), "render layer update data");
data->available_sockets = available_sockets;
data->prev_index = -1;

View File

@ -518,10 +518,10 @@ static void wm_method_draw_triple(bContext *C, wmWindow *win)
bool copytex = false;
if (drawdata && drawdata->triple) {
#if 0 /* why do we need to clear before overwriting? */
#if 0 /* why do we need to clear before overwriting? */
glClearColor(1, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
#endif
wmSubWindowSet(win, screen->mainwin);
@ -659,10 +659,10 @@ static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, StereoVi
if (drawdata && drawdata->triple) {
if (id == 0) {
#if 0 /* why do we need to clear before overwriting? */
#if 0 /* why do we need to clear before overwriting? */
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
#endif
wmSubWindowSet(win, screen->mainwin);

View File

@ -429,7 +429,7 @@ void wm_manipulatormaps_handled_modal_update(
/* regular update for running operator */
if (modal_running) {
if (manipulator && manipulator->handler && manipulator->opname &&
STREQ(manipulator->opname, handler->op->idname))
STREQ(manipulator->opname, handler->op->idname))
{
manipulator->handler(C, event, manipulator, 0);
}