When using clangd or running clang-tidy on headers there are currently many errors. These are noisy in IDEs, make auto fixes impossible, and break features like code completion, refactoring and navigation. This makes source/blender headers work by themselves, which is generally the goal anyway. But #includes and forward declarations were often incomplete. * Add #includes and forward declarations * Add IWYU pragma: export in a few places * Remove some unused #includes (but there are many more) * Tweak ShaderCreateInfo macros to work better with clangd Some types of headers still have errors, these could be fixed or worked around with more investigation. Mostly preprocessor template headers like NOD_static_types.h. Note that that disabling WITH_UNITY_BUILD is required for clangd to work properly, otherwise compile_commands.json does not contain the information for the relevant source files. For more details see the developer docs: https://developer.blender.org/docs/handbook/tooling/clangd/ Pull Request: https://projects.blender.org/blender/blender/pulls/132608
46 lines
1.2 KiB
C++
46 lines
1.2 KiB
C++
/* SPDX-FileCopyrightText: 2007 by Janne Karhu. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup editors
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*/
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#pragma once
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struct bContext;
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struct Depsgraph;
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struct Main;
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struct Object;
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struct ReportList;
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struct Scene;
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struct wmKeyConfig;
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/* `particle_edit.cc` */
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bool ED_object_particle_edit_mode_supported(const Object *ob);
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void ED_object_particle_edit_mode_enter_ex(Depsgraph *depsgraph, Scene *scene, Object *ob);
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void ED_object_particle_edit_mode_enter(bContext *C);
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void ED_object_particle_edit_mode_exit_ex(Scene *scene, Object *ob);
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void ED_object_particle_edit_mode_exit(bContext *C);
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bool PE_poll(bContext *C);
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bool PE_hair_poll(bContext *C);
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bool PE_poll_view3d(bContext *C);
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/* `rigidbody_object.cc` */
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bool ED_rigidbody_object_add(Main *bmain, Scene *scene, Object *ob, int type, ReportList *reports);
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void ED_rigidbody_object_remove(Main *bmain, Scene *scene, Object *ob);
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/* `rigidbody_constraint.cc` */
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bool ED_rigidbody_constraint_add(
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Main *bmain, Scene *scene, Object *ob, int type, ReportList *reports);
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void ED_rigidbody_constraint_remove(Main *bmain, Scene *scene, Object *ob);
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/* operators */
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void ED_operatortypes_physics();
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void ED_keymap_physics(wmKeyConfig *keyconf);
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