cmake+ci: run clang-tidy (#512)

* cmake+ci: run clang-tidy

* Remove DESCRIPTION from LEGO1/LegoOmni.mingw.def

* Add initial .clang-tidy and fixes

* fix file perms

* Comment out DESCRIPTION

* Remove LegoEntity::~LegoEntity and MxPresenter::~MxPresenter from mingw's LEGO1.def

* Looks like clang is allergic to the libs in the directx5 SDK

* Update .clang-tidy

* Fix typo in .clang-tidy

* Attempt to generate an action error

* Revert "Attempt to generate an action error"

This reverts commit 96c4c65fed.

* cmake: test with -Wparentheses + optionally with -Werror

* ci: -k0 is a Ninja argument

* Use -Werror only for msys2 builds

* cmake: only emit warnings for specific warnings

* cmake: and don't do -Werror/-WX anymore

* Fix warnings

* Fix mingw warnings

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>
This commit is contained in:
Anonymous Maarten
2024-02-01 21:42:10 +01:00
committed by GitHub
parent 97d1ba7c71
commit 9e686e2a87
308 changed files with 2863 additions and 1995 deletions

View File

@@ -64,10 +64,12 @@ void LegoCameraController::OnRButtonUp(MxPoint32 p_point)
// FUNCTION: LEGO1 0x10012230
void LegoCameraController::OnMouseMove(MxU8 p_modifier, MxPoint32 p_point)
{
if (p_modifier & c_lButtonState)
if (p_modifier & c_lButtonState) {
LeftDrag(p_point.GetX(), p_point.GetY());
else if (p_modifier & c_rButtonState)
}
else if (p_modifier & c_rButtonState) {
RightDrag(p_point.GetX(), p_point.GetY());
}
}
// FUNCTION: LEGO1 0x10012260
@@ -90,8 +92,9 @@ Mx3DPointFloat LegoCameraController::GetWorldUp()
vec = m_lego3DView->GetPointOfView()->GetWorldUp();
return Mx3DPointFloat(vec[0], vec[1], vec[2]);
}
else
else {
return Mx3DPointFloat(0, 0, 0);
}
}
// FUNCTION: LEGO1 0x100127f0
@@ -102,8 +105,9 @@ Mx3DPointFloat LegoCameraController::GetWorldLocation()
vec = m_lego3DView->GetPointOfView()->GetWorldPosition();
return Mx3DPointFloat(vec[0], vec[1] - m_entityOffsetUp, vec[2]);
}
else
else {
return Mx3DPointFloat(0, 0, 0);
}
}
// FUNCTION: LEGO1 0x100128a0
@@ -114,6 +118,7 @@ Mx3DPointFloat LegoCameraController::GetWorldDirection()
vec = m_lego3DView->GetPointOfView()->GetWorldDirection();
return Mx3DPointFloat(vec[0], vec[1], vec[2]);
}
else
else {
return Mx3DPointFloat(0, 0, 0);
}
}