Cleanup: style & header guards
authorCampbell Barton <ideasman42@gmail.com>
Mon, 8 May 2017 01:44:58 +0000 (11:44 +1000)
committerCampbell Barton <ideasman42@gmail.com>
Mon, 8 May 2017 03:00:43 +0000 (13:00 +1000)
source/blender/draw/engines/eevee/eevee_private.h
source/blender/draw/intern/draw_common.h
source/blender/draw/modes/draw_mode_engines.h
source/blender/nodes/composite/nodes/node_composite_image.c
source/blender/windowmanager/intern/wm_draw.c
source/blender/windowmanager/manipulators/intern/wm_manipulatormap.c

index 5179265..0c47af0 100644 (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__ */
index d1af67f..d7ec08b 100644 (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__ */
index c3b4d5e..23fedbb 100644 (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__ */
\ No newline at end of file
+#endif /* __DRAW_MODE_ENGINES_H__ */
\ No newline at end of file
index f1fdaa3..30f8778 100644 (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;
index 22af98e..3c17691 100644 (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);
 
index ec6e6c3..7a1200f 100644 (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);
                }