Add .clang_format
Also applies clang-format to the current code base, using command:
`find . -regex '.*\.\(c\|h\)' -exec clang-format -style=file -i {} \;`
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@@ -18,9 +18,9 @@
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#include "overlay.h"
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#include "../mc_id.h"
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static void get_color(void *data, RenderState *state,
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unsigned char *r, unsigned char *g, unsigned char *b, unsigned char *a) {
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RenderPrimitiveOverlay* self = (RenderPrimitiveOverlay *)data;
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static void get_color(void* data, RenderState* state,
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unsigned char* r, unsigned char* g, unsigned char* b, unsigned char* a) {
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RenderPrimitiveOverlay* self = (RenderPrimitiveOverlay*)data;
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*r = self->color->r;
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*g = self->color->g;
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@@ -29,35 +29,35 @@ static void get_color(void *data, RenderState *state,
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}
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static int
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overlay_start(void *data, RenderState *state, PyObject *support) {
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PyObject *opt = NULL;
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OverlayColor *color = NULL;
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RenderPrimitiveOverlay *self = (RenderPrimitiveOverlay *)data;
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overlay_start(void* data, RenderState* state, PyObject* support) {
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PyObject* opt = NULL;
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OverlayColor* color = NULL;
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RenderPrimitiveOverlay* self = (RenderPrimitiveOverlay*)data;
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self->facemask_top = PyObject_GetAttrString(support, "facemask_top");
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self->white_color = PyObject_GetAttrString(support, "whitecolor");
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self->get_color = get_color;
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color = self->color = calloc(1, sizeof(OverlayColor));
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if (color == NULL) {
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return 1;
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}
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self->default_color.r = 200;
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self->default_color.g = 200;
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self->default_color.b = 255;
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self->default_color.a = 155;
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if(!render_mode_parse_option(support, "overlay_color", "bbbb", &(color->r), &(color->g), &(color->b), &(color->a))) {
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if(PyErr_Occurred())
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if (!render_mode_parse_option(support, "overlay_color", "bbbb", &(color->r), &(color->g), &(color->b), &(color->a))) {
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if (PyErr_Occurred())
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PyErr_Clear();
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free(color);
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self->color = &self->default_color;
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// Check if it is None, if it is, continue and use the default, if it isn't, return an error
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if(render_mode_parse_option(support, "overlay_color", "O", &(opt))) {
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if (render_mode_parse_option(support, "overlay_color", "O", &(opt))) {
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// If it is an object, check to see if it is None, if it is, use the default.
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if(opt && opt != Py_None) {
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if (opt && opt != Py_None) {
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return 1;
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}
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}
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@@ -67,56 +67,55 @@ overlay_start(void *data, RenderState *state, PyObject *support) {
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}
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static void
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overlay_finish(void *data, RenderState *state) {
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RenderPrimitiveOverlay *self = (RenderPrimitiveOverlay *)data;
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overlay_finish(void* data, RenderState* state) {
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RenderPrimitiveOverlay* self = (RenderPrimitiveOverlay*)data;
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if (self->color && self->color != &self->default_color) {
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free(self->color);
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}
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Py_DECREF(self->facemask_top);
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Py_DECREF(self->white_color);
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}
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void
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overlay_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderPrimitiveOverlay *self = (RenderPrimitiveOverlay *)data;
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void overlay_draw(void* data, RenderState* state, PyObject* src, PyObject* mask, PyObject* mask_light) {
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RenderPrimitiveOverlay* self = (RenderPrimitiveOverlay*)data;
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unsigned char r, g, b, a;
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unsigned short top_block;
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// exactly analogous to edge-line code for these special blocks
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int increment=0;
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if (state->block == block_stone_slab) // half-step
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increment=6;
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int increment = 0;
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if (state->block == block_stone_slab) // half-step
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increment = 6;
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else if (state->block == block_snow_layer) // snow
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increment=9;
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increment = 9;
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/* skip rendering the overlay if we can't see it */
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top_block = get_data(state, BLOCKS, state->x, state->y+1, state->z);
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top_block = get_data(state, BLOCKS, state->x, state->y + 1, state->z);
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if (!is_transparent(top_block)) {
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return;
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}
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/* check to be sure this block is solid/fluid */
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if (block_has_property(top_block, SOLID) || block_has_property(top_block, FLUID)) {
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/* top block is fluid or solid, skip drawing */
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return;
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}
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/* check to be sure this block is solid/fluid */
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if (!block_has_property(state->block, SOLID) && !block_has_property(state->block, FLUID)) {
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/* not fluid or solid, skip drawing the overlay */
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return;
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}
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/* get our color info */
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self->get_color(data, state, &r, &g, &b, &a);
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/* do the overlay */
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if (a > 0) {
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alpha_over_full(state->img, self->white_color, self->facemask_top, a/255.f, state->imgx, state->imgy + increment, 0, 0);
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alpha_over_full(state->img, self->white_color, self->facemask_top, a / 255.f, state->imgx, state->imgy + increment, 0, 0);
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tint_with_mask(state->img, r, g, b, 255, self->facemask_top, state->imgx, state->imgy + increment, 0, 0);
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}
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}
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