Previously when the arguments of a function wouldn't fit on a single line, clang-format would put each argument on its own line instead. By enabling the binpack parameter setting, it tried to fit as many on one line as possible instead.
Co-authored-by: Hielke Morsink <hielke.morsink@gmail.com>
Clang-format sees the text behind `#pragma region` as code and formats it. Instead of stating the copyright and date there, it's now in the comment block right below it. The text "Copyright" is left in the `#pragma region` line, as clang-format sees it as a single identifier.
I took the opportunity to normalize the dates, and add the copyright notice to the source files where it was missing them (except for third-party and the generated resources.h file).
* Update includes in PlatformEnvironment.cpp
* Update includes in ParkImporter.h
* Update includes of OpenRCT2.h
* Update includes in Intro.h
* Remove unused include from Input.cpp
* Update includes of Imaging.h
* Update includes in Game.h
* Update includes in Editor.h
* Update includes of Context.cpp
* Update includes in Cheats.cpp, CmdlineSprite.cpp
* Update includes of some source files
* Update includes in some cpp files
* Update includes in some cpp files
* Update includes in TextureCache.h
* Fix tests
* Update includes in Font.cpp
* Update includes in LightFX files
* Update some includes
* Fix GCC builds
* Update some includes
* Update some includes
* Update includes in FontsFamilies.*
* Update includes of Console.h
* Improve includes in Window.h
* Improve headers in Viewport.h/Window.h
* Fix MSVC build
* Fix network-less builds
* Reduce inclusion of Map.h
Added new smart follow variable to window to more intuitively follow
sprites that may not be directly followable at all times.
Follow sprite is now canceled when dragging the screen but not
scrolling. This is only relevant when testing title sequences in game.
Select sprite button is now disabled in the title menu.
Sprites are now identified based on their name. Excess identification
information is not given as it'd clutter up the screen and is not
necissary with the viewbox in the command editor.
New command goes by LOADSC in script files and in the enumeration.
Scenarios are stored using the internal also used for localisation.
Scenarios selected can only be scenarios to originally come with one of
the games or expansions.
Modified Scenario Select window to have a mode just for title editor
scenario selection.
Title editor sequence selection now defaults to current preset. This is
only after the first time the window is opened. Afterwards it keeps the
last selection.
* Change how current title sequence is handled. It can either be
previewing a title sequence, or playing the preset.
* LoadMM and LoadRCT1 now save when script is saved.
* No more infinite failing to load loops.
* No more crashing when attempting to display "no save selected" in
title editor.
* Title editor now gracefully fails to preview a title sequence and lets
the user know with a context error.
* When preset title sequence fails to load, the preset will forcibly be
changed to the first sequence to successfully load.
Added changelog entries for last two items.
Title sequences can now be played back in-game, allowing for much easier
editing.
Improved title sequence playback in general. Clicking play while on a
different title sequence will play the new one. Clicking stop will make
the title screen go back to the config title sequence. And the closing
the title sequence window will also make the game go back to the config
title sequence, and reload the sequence if it was modified.
Changes made to title sequences in-game are now correctly loaded in the
title screen.
Starting a title sequence within the editor will now always reset it
even if it's the current playing sequence. (Not for playing in the
editor though).
Get Location in title sequence command editor now has 100% accuracy
compared to before
where it would usually get some offset value.
Added `get_map_coordinates_from_pos_window` which will allow getting the
viewport coordinates of a specific window even if the input coordinates
are under another window. This has use with getting 2D positions from
the main window without the other windows getting in the way.
Options window will now always specify the config title sequence in the
dropdown and not the current title sequence.
Made a global variable `gLoadKeepWindowsOpen`, in game.h to keep windows
open when loading a park. When loading a title sequence park in-game.
The sequence player will force-close all park-specific windows ahead of
time.
Skipping while testing title sequences no longer needs to reload the
park if the current playback position is already before the target
position and ahead of the load position.
Added changelog entry.
Predefined title sequence filenames are now treated as "reserved".
Custom title sequences cannot use reserved names and an error will
appear if the user tries.
Duplicating predefined title sequence now uses default text of
predefined sequence's proper name instead of filename.
Renamed `WIDX_TITLE_EDITOR_RENAME_SAVE_BUTTON` to
`WIDX_TITLE_EDITOR_RENAME_BUTTON` to follow formatting of other preset
button ids.
Added string id 6154, `STR_ERROR_RESERVED_NAME`, "Name is reserved".