blender/.clang-format
Jacques Lucke 1c44d08a69 BLI: new C++ hash table data structures
This commit adds some new hashing based data structures to blenlib.
All of them use open addressing with probing currently.
Furthermore, they support small object optimization, but it is not
customizable yet. I'll add support for this when necessary.
The following main data structures are included:

**Set**
A collection of values, where every value must exist at most once.
This is similar to a Python `set`.

**SetVector**
A combination of a Set and a Vector. It supports fast search for
elements and maintains insertion order when there are no deletes.
All elements are stored in a continuous array. So they can be
iterated over using a normal `ArrayRef`.

**Map**
A set of key-value-pairs, where every key must exist at most once.
This is similar to a Python `dict`.

**StringMap**
A special map for the case when the keys are strings. This case is
fairly common and allows for some optimizations. Most importantly,
many unnecessary allocations can be avoided by storing strings in
a single buffer. Furthermore, the interface of this class uses
`StringRef` to avoid unnecessary conversions.

This commit is a continuation of rB369d5e8ad2bb7.
2019-09-13 10:06:02 +02:00

252 lines
6.7 KiB
YAML

# Configuration of clang-format
# =============================
#
# Tested to work with versions: 6 to 8.
# This causes parameters on continuations to align to the opening brace.
#
# like_this_long_name(parameter_one,
# parameter_two,
# parameter_three);
#
AlignAfterOpenBracket: 'Align'
# Disallow short functions on one line; break them up.
AllowShortBlocksOnASingleLine: false
# These two settings trigger stacking of parameters in most cases; this is
# easier to read and also makes diffs easier to read (since an added or removed
# parameter is obvious). For example, function calls will look like this:
#
# like_this_long_name(parameter_one,
# parameter_two,
# parameter_three,
# parameter_four,
# parameter_five,
# parameter_six);
#
# Instead of:
#
# like_this_long_name(parameter_one, parameter_two, parameter_three, parameter_four,
# parameter_five, parameter_six);
#
BinPackArguments: false
BinPackParameters: false
# Line width (don't exceed 100).
ColumnLimit: 99
# Cause initializer lists to have one member initialized per line, in the case
# that all initializers can't fit on a single line.
ConstructorInitializerAllOnOneLineOrOnePerLine: true
# Indent the : after a constructor. For example:
#
# explicit foo_class ()
# : member1_(5)
# {
# }
#
ConstructorInitializerIndentWidth: 4
# Make access modifier slightly more visible.
AccessModifierOffset: -1
# This will unfortunately use spaces in some cases where it's not desired (like
# function calls) but the overall result is better since it will allow
# alignment to work properly with different tab width settings.
ContinuationIndentWidth: 4
# This tries to match Blender's style as much as possible. One
BreakBeforeBraces: Custom
BraceWrapping: {
AfterClass: 'false'
AfterControlStatement: 'false'
AfterEnum : 'false'
AfterFunction : 'true'
AfterNamespace : 'false'
AfterStruct : 'false'
AfterUnion : 'false'
BeforeCatch : 'true'
BeforeElse : 'true'
IndentBraces : 'false'
AfterObjCDeclaration: 'true'
}
# For switch statements, indent the cases.
IndentCaseLabels: true
# Indent after the hash inside preprocessor directives
IndentPPDirectives: AfterHash
BreakBeforeTernaryOperators: false
SpaceAfterTemplateKeyword: false
# Handy comment at the end of each C++ name space.
FixNamespaceComments: true
# Use "if (...)" instead of "if(...)", but have function calls like foo().
SpaceBeforeParens: ControlStatements
SpaceInEmptyParentheses: false
# Use two spaces before trailing comments, for example
#
# foo = bar; // comment
#
# Note that this doesn't work for C-style comments.
SpacesBeforeTrailingComments: 2
# Reflow comments, developers must disable formatting as with code to override this.
ReflowComments: true
# Never use tabs for indentation.
# Note: TabWidth and IndentWidth must be the same, or strange things happen.
UseTab: Never
TabWidth: 2
IndentWidth: 2
# Add a big penalty on breaking after the return type of functions. For example,
#
# static void foo(...)
#
# Instead of:
#
# static void
# foo(very long content here that maybe could be stacked)
#
PenaltyReturnTypeOnItsOwnLine: 10000
# Avoid having function calls broken onto a new line:
#
# int a = foo(
# long, list, of, many, params);
#
# Instead of:
#
# int a =
# foo(long, list, of, many, params);
#
PenaltyBreakAssignment: 100
AllowShortFunctionsOnASingleLine: None
# Disable for now since it complicates initial migration tests,
# TODO: look into enabling this in the future.
SortIncludes: false
# Don't right align escaped newlines to the right because we have a wide default
AlignEscapedNewlines: DontAlign
# Always break:
#
# const char *foo =
# "multi"
# "line";
#
# Instead of:
#
# const char *foo = "multi"
# "line";
#
AlwaysBreakBeforeMultilineStrings: true
# We don't want literal strings to break,
# however clang-format seems to ignore this (sigh).
PenaltyBreakString: 1000000
# There are macros in Blender for custom for loops; tell Clang to treat them
# like loops rather than an expression, and so put the { on the same line.
#
# To find these use multi-line regex search:
# "^\s+[A-Z][A-Z0-9_]+\s*\([^\n]*\)\n\s*\{"
ForEachMacros:
- BEGIN_ANIMFILTER_SUBCHANNELS
- BLI_FOREACH_SPARSE_RANGE
- BLI_SMALLSTACK_ITER_BEGIN
- BMO_ITER
- BMO_ITER_INDEX
- BMW_ITER
- BM_FACES_OF_VERT_ITER_BEGIN
- BM_ITER_BPY_BM_SEQ
- BM_ITER_ELEM
- BM_ITER_ELEM_INDEX
- BM_ITER_MESH
- BM_ITER_MESH_INDEX
- BM_ITER_MESH_MUTABLE
- BM_LOOPS_OF_VERT_ITER_BEGIN
- BOOST_FOREACH
- CTX_DATA_BEGIN
- CTX_DATA_BEGIN_WITH_ID
- DEG_OBJECT_ITER_BEGIN
- DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN
- DRIVER_TARGETS_LOOPER_BEGIN
- DRIVER_TARGETS_USED_LOOPER_BEGIN
- FOREACH_BASE_IN_EDIT_MODE_BEGIN
- FOREACH_BASE_IN_MODE_BEGIN
- FOREACH_BEGIN
- FOREACH_COLLECTION_BEGIN
- FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN
- FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN
- FOREACH_EDIT_OBJECT_BEGIN
- FOREACH_MAIN_ID_BEGIN
- FOREACH_MAIN_LISTBASE_BEGIN
- FOREACH_MAIN_LISTBASE_ID_BEGIN
- FOREACH_NODETREE_BEGIN
- FOREACH_OBJECT_BEGIN
- FOREACH_OBJECT_FLAG_BEGIN
- FOREACH_OBJECT_IN_EDIT_MODE_BEGIN
- FOREACH_OBJECT_IN_MODE_BEGIN
- FOREACH_OBJECT_RENDERABLE_BEGIN
- FOREACH_PCHAN_SELECTED_IN_OBJECT_BEGIN
- FOREACH_PCHAN_VISIBLE_IN_OBJECT_BEGIN
- FOREACH_SCENE_COLLECTION_BEGIN
- FOREACH_SCENE_OBJECT_BEGIN
- FOREACH_SELECTED_BASE_BEGIN
- FOREACH_SELECTED_EDITABLE_OBJECT_BEGIN
- FOREACH_SELECTED_OBJECT_BEGIN
- FOREACH_TRANS_DATA_CONTAINER
- FOREACH_VIEW_LAYER_TO_RENDER_BEGIN
- FOREACH_VISIBLE_BASE_BEGIN
- FOREACH_VISIBLE_OBJECT_BEGIN
- GHASH_FOREACH_BEGIN
- GHASH_ITER
- GHASH_ITER_INDEX
- GPU_SELECT_LOAD_IF_PICKSEL_LIST
- GP_EDITABLE_STROKES_BEGIN
- GSET_FOREACH_BEGIN
- GSET_ITER
- GSET_ITER_INDEX
- ITER_BEGIN
- ITER_PIXELS
- ITER_SLOTS
- ITER_SLOTS_BEGIN
- LISTBASE_CIRCULAR_BACKWARD_BEGIN
- LISTBASE_CIRCULAR_FORWARD_BEGIN
- LISTBASE_FOREACH
- LISTBASE_FOREACH_BACKWARD
- LISTBASE_FOREACH_MUTABLE
- LISTBASE_FOREACH_BACKWARD_MUTABLE
- MAN2D_ITER_AXES_BEGIN
- MAN_ITER_AXES_BEGIN
- NODE_INSTANCE_HASH_ITER
- NODE_SOCKET_TYPES_BEGIN
- NODE_TREE_TYPES_BEGIN
- NODE_TYPES_BEGIN
- PIXEL_LOOPER_BEGIN
- PIXEL_LOOPER_BEGIN_CHANNELS
- RNA_BEGIN
- RNA_PROP_BEGIN
- RNA_STRUCT_BEGIN
- RNA_STRUCT_BEGIN_SKIP_RNA_TYPE
- SEQP_BEGIN
- SEQ_BEGIN
- foreach
# Use once we bump the minimum version to version 8.
# # Without this string literals that in-line 'STRINGIFY' behave strangely (a bug?).
# StatementMacros:
# - PyObject_VAR_HEAD
# - STRINGIFY