Format all C++ and Java code via clang-format

Signed-off-by: Konstantin Pastbin <konstantin.pastbin@gmail.com>
This commit is contained in:
Konstantin Pastbin
2025-08-17 14:32:37 +07:00
parent 9f0290c0ec
commit bfffa1fff4
2169 changed files with 56441 additions and 64188 deletions

View File

@@ -6,11 +6,11 @@
#include "shaders/programs.hpp"
#include "drape/utils/vertex_decl.hpp"
#include "drape/attribute_provider.hpp"
#include "drape/batcher.hpp"
#include "drape/overlay_handle.hpp"
#include "drape/texture_manager.hpp"
#include "drape/utils/vertex_decl.hpp"
#include <algorithm>
#include <utility>
@@ -24,10 +24,9 @@ class StraightTextHandle : public TextHandle
using TBase = TextHandle;
public:
StraightTextHandle(dp::OverlayID const & id, dp::TGlyphs && glyphMetrics,
dp::Anchor anchor, glsl::vec2 const & pivot,
glsl::vec2 const & pxSize, glsl::vec2 const & offset,
uint64_t priority, ref_ptr<dp::TextureManager> textureManager, bool isOptional,
StraightTextHandle(dp::OverlayID const & id, dp::TGlyphs && glyphMetrics, dp::Anchor anchor, glsl::vec2 const & pivot,
glsl::vec2 const & pxSize, glsl::vec2 const & offset, uint64_t priority,
ref_ptr<dp::TextureManager> textureManager, bool isOptional,
gpu::TTextDynamicVertexBuffer && normals, int minVisibleScale, bool isBillboard)
: TextHandle(id, std::move(glyphMetrics), anchor, priority, textureManager, std::move(normals), minVisibleScale,
isBillboard)
@@ -122,8 +121,7 @@ public:
pivot.y -= halfHeight;
}
return m2::RectD(std::min(x, pivot.x), std::min(y, pivot.y),
std::max(x, pivot.x), std::max(y, pivot.y));
return m2::RectD(std::min(x, pivot.x), std::min(y, pivot.y), std::max(x, pivot.x), std::max(y, pivot.y));
}
void GetPixelShape(ScreenBase const & screen, bool perspective, Rects & rects) const override
@@ -131,10 +129,7 @@ public:
rects.emplace_back(GetPixelRect(screen, perspective));
}
bool IsBound() const override
{
return !m_isOptional;
}
bool IsBound() const override { return !m_isOptional; }
private:
m2::PointF m_pivot;
@@ -147,8 +142,7 @@ private:
};
} // namespace
TextShape::TextShape(m2::PointD const & basePoint, TextViewParams const & params,
TileKey const & tileKey,
TextShape::TextShape(m2::PointD const & basePoint, TextViewParams const & params, TileKey const & tileKey,
m2::PointF const & symbolSize, m2::PointF const & symbolOffset, dp::Anchor symbolAnchor,
uint32_t textIndex)
: m_basePoint(basePoint)
@@ -161,9 +155,9 @@ TextShape::TextShape(m2::PointD const & basePoint, TextViewParams const & params
m_symbolSizes.push_back(symbolSize);
}
TextShape::TextShape(m2::PointD const & basePoint, TextViewParams const & params,
TileKey const & tileKey, std::vector<m2::PointF> const & symbolSizes,
m2::PointF const & symbolOffset, dp::Anchor symbolAnchor, uint32_t textIndex)
TextShape::TextShape(m2::PointD const & basePoint, TextViewParams const & params, TileKey const & tileKey,
std::vector<m2::PointF> const & symbolSizes, m2::PointF const & symbolOffset,
dp::Anchor symbolAnchor, uint32_t textIndex)
: m_basePoint(basePoint)
, m_params(params)
, m_tileCoords(tileKey.GetTileCoords())
@@ -234,17 +228,16 @@ void TextShape::Draw(ref_ptr<dp::GraphicsContext> context, ref_ptr<dp::Batcher>
auto const & titleDecl = m_params.m_titleDecl;
ASSERT(!titleDecl.m_primaryText.empty(), ());
StraightTextLayout primaryLayout(titleDecl.m_primaryText, titleDecl.m_primaryTextFont.m_size,
textures, titleDecl.m_anchor, titleDecl.m_forceNoWrap);
StraightTextLayout primaryLayout(titleDecl.m_primaryText, titleDecl.m_primaryTextFont.m_size, textures,
titleDecl.m_anchor, titleDecl.m_forceNoWrap);
if (m_params.m_limitedText)
{
if (auto const y = primaryLayout.GetPixelSize().y; y >= m_params.m_limits.y)
{
float const newFontSize = titleDecl.m_primaryTextFont.m_size * m_params.m_limits.y / y;
primaryLayout = StraightTextLayout(titleDecl.m_primaryText, newFontSize,
textures, titleDecl.m_anchor, titleDecl.m_forceNoWrap);
primaryLayout = StraightTextLayout(titleDecl.m_primaryText, newFontSize, textures, titleDecl.m_anchor,
titleDecl.m_forceNoWrap);
}
}
@@ -257,29 +250,29 @@ void TextShape::Draw(ref_ptr<dp::GraphicsContext> context, ref_ptr<dp::Batcher>
}
else
{
StraightTextLayout secondaryLayout{titleDecl.m_secondaryText,
titleDecl.m_secondaryTextFont.m_size, textures, titleDecl.m_anchor, titleDecl.m_forceNoWrap};
StraightTextLayout secondaryLayout{titleDecl.m_secondaryText, titleDecl.m_secondaryTextFont.m_size, textures,
titleDecl.m_anchor, titleDecl.m_forceNoWrap};
if (secondaryLayout.GetGlyphCount() > 0)
{
CalculateTextOffsets(titleDecl, primaryLayout.GetPixelSize(), secondaryLayout.GetPixelSize(), primaryOffset, secondaryOffset);
CalculateTextOffsets(titleDecl, primaryLayout.GetPixelSize(), secondaryLayout.GetPixelSize(), primaryOffset,
secondaryOffset);
secondaryOffset += glsl::vec2(m_symbolOffset.x, m_symbolOffset.y);
DrawSubString(context, secondaryLayout, titleDecl.m_secondaryTextFont, secondaryOffset, batcher,
textures, false /* isPrimary */, titleDecl.m_secondaryOptional);
DrawSubString(context, secondaryLayout, titleDecl.m_secondaryTextFont, secondaryOffset, batcher, textures,
false /* isPrimary */, titleDecl.m_secondaryOptional);
}
}
// The order of drawing secondary and primary texts has been changed after a minor refactoring for better performance.
// If there are any issues caused by a swapped order, it should be changed back.
if (primaryLayout.GetGlyphCount() > 0)
DrawSubString(context, primaryLayout, titleDecl.m_primaryTextFont, primaryOffset, batcher,
textures, true /* isPrimary */, titleDecl.m_primaryOptional);
DrawSubString(context, primaryLayout, titleDecl.m_primaryTextFont, primaryOffset, batcher, textures,
true /* isPrimary */, titleDecl.m_primaryOptional);
}
void TextShape::DrawSubString(ref_ptr<dp::GraphicsContext> context, StraightTextLayout & layout,
dp::FontDecl const & font, glm::vec2 const & baseOffset,
ref_ptr<dp::Batcher> batcher, ref_ptr<dp::TextureManager> textures,
bool isPrimary, bool isOptional) const
dp::FontDecl const & font, glm::vec2 const & baseOffset, ref_ptr<dp::Batcher> batcher,
ref_ptr<dp::TextureManager> textures, bool isPrimary, bool isOptional) const
{
glsl::vec2 const pt = glsl::ToVec2(ConvertToLocal(m_basePoint, m_params.m_tileCenter, kShapeCoordScalar));
layout.SetBasePosition(glsl::vec4(pt, m_params.m_depth, -m_params.m_posZ), baseOffset);
@@ -293,11 +286,9 @@ void TextShape::DrawSubString(ref_ptr<dp::GraphicsContext> context, StraightText
DrawSubStringOutlined(context, layout, font, batcher, textures, isPrimary, isOptional);
}
void TextShape::DrawSubStringPlain(ref_ptr<dp::GraphicsContext> context,
StraightTextLayout const & layout, dp::FontDecl const & font,
ref_ptr<dp::Batcher> batcher,
ref_ptr<dp::TextureManager> textures, bool isPrimary,
bool isOptional) const
void TextShape::DrawSubStringPlain(ref_ptr<dp::GraphicsContext> context, StraightTextLayout const & layout,
dp::FontDecl const & font, ref_ptr<dp::Batcher> batcher,
ref_ptr<dp::TextureManager> textures, bool isPrimary, bool isOptional) const
{
gpu::TTextStaticVertexBuffer staticBuffer;
gpu::TTextDynamicVertexBuffer dynamicBuffer;
@@ -324,18 +315,10 @@ void TextShape::DrawSubStringPlain(ref_ptr<dp::GraphicsContext> context,
m2::PointF const & pixelSize = layout.GetPixelSize();
dp::OverlayID overlayId(m_params.m_featureId, m_params.m_markId, m_tileCoords, m_textIndex);
drape_ptr<StraightTextHandle> handle = make_unique_dp<StraightTextHandle>(overlayId,
layout.GetGlyphs(),
m_params.m_titleDecl.m_anchor,
glsl::ToVec2(m_basePoint),
glsl::vec2(pixelSize.x, pixelSize.y),
finalOffset,
GetOverlayPriority(),
textures,
isOptional,
std::move(dynamicBuffer),
m_params.m_minVisibleScale,
true);
drape_ptr<StraightTextHandle> handle = make_unique_dp<StraightTextHandle>(
overlayId, layout.GetGlyphs(), m_params.m_titleDecl.m_anchor, glsl::ToVec2(m_basePoint),
glsl::vec2(pixelSize.x, pixelSize.y), finalOffset, GetOverlayPriority(), textures, isOptional,
std::move(dynamicBuffer), m_params.m_minVisibleScale, true);
if (m_symbolSizes.size() > 1)
handle->SetDynamicSymbolSizes(layout, m_symbolSizes, m_symbolAnchor);
handle->SetPivotZ(m_params.m_posZ);
@@ -356,11 +339,9 @@ void TextShape::DrawSubStringPlain(ref_ptr<dp::GraphicsContext> context,
batcher->InsertListOfStrip(context, state, make_ref(&provider), std::move(handle), 4);
}
void TextShape::DrawSubStringOutlined(ref_ptr<dp::GraphicsContext> context,
StraightTextLayout const & layout, dp::FontDecl const & font,
ref_ptr<dp::Batcher> batcher,
ref_ptr<dp::TextureManager> textures, bool isPrimary,
bool isOptional) const
void TextShape::DrawSubStringOutlined(ref_ptr<dp::GraphicsContext> context, StraightTextLayout const & layout,
dp::FontDecl const & font, ref_ptr<dp::Batcher> batcher,
ref_ptr<dp::TextureManager> textures, bool isPrimary, bool isOptional) const
{
gpu::TTextOutlinedStaticVertexBuffer staticBuffer;
gpu::TTextDynamicVertexBuffer dynamicBuffer;
@@ -386,18 +367,10 @@ void TextShape::DrawSubStringOutlined(ref_ptr<dp::GraphicsContext> context,
m2::PointF const & pixelSize = layout.GetPixelSize();
dp::OverlayID overlayId(m_params.m_featureId, m_params.m_markId, m_tileCoords, m_textIndex);
drape_ptr<StraightTextHandle> handle = make_unique_dp<StraightTextHandle>(overlayId,
layout.GetGlyphs(),
m_params.m_titleDecl.m_anchor,
glsl::ToVec2(m_basePoint),
glsl::vec2(pixelSize.x, pixelSize.y),
finalOffset,
GetOverlayPriority(),
textures,
isOptional,
std::move(dynamicBuffer),
m_params.m_minVisibleScale,
true);
drape_ptr<StraightTextHandle> handle = make_unique_dp<StraightTextHandle>(
overlayId, layout.GetGlyphs(), m_params.m_titleDecl.m_anchor, glsl::ToVec2(m_basePoint),
glsl::vec2(pixelSize.x, pixelSize.y), finalOffset, GetOverlayPriority(), textures, isOptional,
std::move(dynamicBuffer), m_params.m_minVisibleScale, true);
if (m_symbolSizes.size() > 1)
handle->SetDynamicSymbolSizes(layout, m_symbolSizes, m_symbolAnchor);
handle->SetPivotZ(m_params.m_posZ);
@@ -419,8 +392,8 @@ void TextShape::DrawSubStringOutlined(ref_ptr<dp::GraphicsContext> context,
}
// TODO: *Shape classes are concerned with drawing themselves. Its strange they decide/manipulate overlays' priorities
// in the scene. It seems more logical to set priorities beforehand in the creators of *Shapes and pass on final values only.
// Check if such a refactoring makes sense.
// in the scene. It seems more logical to set priorities beforehand in the creators of *Shapes and pass on final values
// only. Check if such a refactoring makes sense.
uint64_t TextShape::GetOverlayPriority() const
{
// Set up maximum priority for shapes which created by user in the editor and in case of disabling