#
1.5 |
|
02-Jun-2023 |
rillig |
indent: force each statement on a new line
Previously, '{} while (cond)' was kept on a single line, even though the 'while' was independent of the '{}'.
|
Revision tags: netbsd-10-base
|
#
1.4 |
|
24-Apr-2022 |
rillig |
tests/indent: change directive from '#' to '//'
Using a '//' instead of '#' turns the directives into well-formed C code, resulting in fewer error markers in the editor.
|
#
1.3 |
|
22-Apr-2022 |
rillig |
indent: remove FreeBSD IDs
Most of the IDs were empty anyway.
|
#
1.2 |
|
20-Nov-2021 |
rillig |
tests/indent: clean up and extend tests
|
#
1.1 |
|
18-Nov-2021 |
rillig |
tests/indent: add skeletons for testing tokens and parser symbols
The constants that were previously defined in indent_codes.h were a wild mixture of tokens from the lexer and symbols on the parser stack. They were split into separate types starting at indent.h 1.49 from 2021-10-25 and finishing at 1.73 from 2021-10-31.
To match the tests with the new token names, the old tests need to be migrated to the newly added tests. This will take some time so first add the skeletons and migrate them in smaller steps, cleaning them up and extending them on the way.
|
#
1.4 |
|
24-Apr-2022 |
rillig |
tests/indent: change directive from '#' to '//'
Using a '//' instead of '#' turns the directives into well-formed C code, resulting in fewer error markers in the editor.
|
#
1.3 |
|
22-Apr-2022 |
rillig |
indent: remove FreeBSD IDs
Most of the IDs were empty anyway.
|
#
1.2 |
|
20-Nov-2021 |
rillig |
tests/indent: clean up and extend tests
|
#
1.1 |
|
18-Nov-2021 |
rillig |
tests/indent: add skeletons for testing tokens and parser symbols
The constants that were previously defined in indent_codes.h were a wild mixture of tokens from the lexer and symbols on the parser stack. They were split into separate types starting at indent.h 1.49 from 2021-10-25 and finishing at 1.73 from 2021-10-31.
To match the tests with the new token names, the old tests need to be migrated to the newly added tests. This will take some time so first add the skeletons and migrate them in smaller steps, cleaning them up and extending them on the way.
|