Style: Enforce braces around if blocks and loops

Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
This commit is contained in:
Rémi Verschelde
2020-05-14 16:41:43 +02:00
parent 07bc4e2f96
commit 0ee0fa42e6
683 changed files with 22803 additions and 12225 deletions

View File

@@ -43,13 +43,15 @@ void Material::set_next_pass(const Ref<Material> &p_pass) {
ERR_FAIL_COND_MSG(pass_child == this, "Can't set as next_pass one of its parents to prevent crashes due to recursive loop.");
}
if (next_pass == p_pass)
if (next_pass == p_pass) {
return;
}
next_pass = p_pass;
RID next_pass_rid;
if (next_pass.is_valid())
if (next_pass.is_valid()) {
next_pass_rid = next_pass->get_rid();
}
RS::get_singleton()->material_set_next_pass(material, next_pass_rid);
}
@@ -252,10 +254,11 @@ bool ShaderMaterial::_can_do_next_pass() const {
}
Shader::Mode ShaderMaterial::get_shader_mode() const {
if (shader.is_valid())
if (shader.is_valid()) {
return shader->get_mode();
else
} else {
return Shader::MODE_SPATIAL;
}
}
ShaderMaterial::ShaderMaterial() {
@@ -365,8 +368,9 @@ void BaseMaterial3D::_update_shader() {
dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
if (mk == current_key)
if (mk == current_key) {
return; //no update required in the end
}
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
@@ -1372,8 +1376,9 @@ float BaseMaterial3D::get_refraction() const {
}
void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
if (detail_uv == p_detail_uv)
if (detail_uv == p_detail_uv) {
return;
}
detail_uv = p_detail_uv;
_queue_shader_change();
@@ -1384,8 +1389,9 @@ BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {
}
void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
if (blend_mode == p_mode)
if (blend_mode == p_mode) {
return;
}
blend_mode = p_mode;
_queue_shader_change();
@@ -1433,8 +1439,9 @@ BaseMaterial3D::ShadingMode BaseMaterial3D::get_shading_mode() const {
}
void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {
if (depth_draw_mode == p_mode)
if (depth_draw_mode == p_mode) {
return;
}
depth_draw_mode = p_mode;
_queue_shader_change();
@@ -1445,8 +1452,9 @@ BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
}
void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
if (cull_mode == p_mode)
if (cull_mode == p_mode) {
return;
}
cull_mode = p_mode;
_queue_shader_change();
@@ -1457,8 +1465,9 @@ BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
}
void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
if (diffuse_mode == p_mode)
if (diffuse_mode == p_mode) {
return;
}
diffuse_mode = p_mode;
_queue_shader_change();
@@ -1469,8 +1478,9 @@ BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
}
void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {
if (specular_mode == p_mode)
if (specular_mode == p_mode) {
return;
}
specular_mode = p_mode;
_queue_shader_change();
@@ -1483,8 +1493,9 @@ BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
if (flags[p_flag] == p_enabled)
if (flags[p_flag] == p_enabled) {
return;
}
flags[p_flag] = p_enabled;
if (p_flag == FLAG_USE_SHADOW_TO_OPACITY || p_flag == FLAG_USE_TEXTURE_REPEAT || p_flag == FLAG_SUBSURFACE_MODE_SKIN) {
@@ -1500,8 +1511,9 @@ bool BaseMaterial3D::get_flag(Flags p_flag) const {
void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
ERR_FAIL_INDEX(p_feature, FEATURE_MAX);
if (features[p_feature] == p_enabled)
if (features[p_feature] == p_enabled) {
return;
}
features[p_feature] = p_enabled;
_change_notify();
@@ -1530,8 +1542,9 @@ Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {
Ref<Texture2D> BaseMaterial3D::get_texture_by_name(StringName p_name) const {
for (int i = 0; i < (int)BaseMaterial3D::TEXTURE_MAX; i++) {
TextureParam param = TextureParam(i);
if (p_name == shader_names->texture_names[param])
if (p_name == shader_names->texture_names[param]) {
return textures[param];
}
}
return Ref<Texture2D>();
}
@@ -1895,20 +1908,27 @@ BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel()
RID BaseMaterial3D::get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y) {
int version = 0;
if (p_shaded)
if (p_shaded) {
version = 1;
if (p_transparent)
}
if (p_transparent) {
version |= 2;
if (p_cut_alpha)
}
if (p_cut_alpha) {
version |= 4;
if (p_opaque_prepass)
}
if (p_opaque_prepass) {
version |= 8;
if (p_double_sided)
}
if (p_double_sided) {
version |= 16;
if (p_billboard)
}
if (p_billboard) {
version |= 32;
if (p_billboard_y)
}
if (p_billboard_y) {
version |= 64;
}
if (materials_for_2d[version].is_valid()) {
return materials_for_2d[version]->get_rid();
@@ -1986,8 +2006,9 @@ float BaseMaterial3D::get_distance_fade_min_distance() const {
}
void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
if (emission_op == p_op)
if (emission_op == p_op) {
return;
}
emission_op = p_op;
_queue_shader_change();
}