mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 22:24:33 +00:00
rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
This commit is contained in:
parent
efbe5e90f5
commit
2b295fb7f0
454 changed files with 4162 additions and 4156 deletions
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@ -109,9 +109,9 @@ public:
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DECLARE_CONOBJECT( ForestBrush );
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virtual bool onAdd();
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bool onAdd() override;
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virtual void addObject(SimObject*);
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void addObject(SimObject*) override;
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static SimGroup* getGroup();
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@ -135,9 +135,9 @@ public:
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DECLARE_CONOBJECT(ForestBrushGroup);
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virtual bool onAdd();
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bool onAdd() override;
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virtual void addObject(SimObject*);
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void addObject(SimObject*) override;
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bool containsBrushData(const ForestBrush* inData);
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protected:
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@ -62,20 +62,20 @@ public:
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// SimObject
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DECLARE_CONOBJECT( ForestBrushTool );
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static void initPersistFields();
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virtual bool onAdd();
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virtual void onRemove();
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bool onAdd() override;
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void onRemove() override;
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// ForestTool
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virtual void on3DMouseDown( const Gui3DMouseEvent &evt );
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virtual void on3DMouseUp( const Gui3DMouseEvent &evt );
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virtual void on3DMouseMove( const Gui3DMouseEvent &evt );
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virtual void on3DMouseDragged( const Gui3DMouseEvent &evt );
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virtual bool onMouseWheel(const GuiEvent &evt );
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virtual void onRender3D();
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virtual void onRender2D();
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virtual void onActivated( const Gui3DMouseEvent &lastEvent );
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virtual void onDeactivated();
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virtual bool updateGuiInfo();
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void on3DMouseDown( const Gui3DMouseEvent &evt ) override;
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void on3DMouseUp( const Gui3DMouseEvent &evt ) override;
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void on3DMouseMove( const Gui3DMouseEvent &evt ) override;
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void on3DMouseDragged( const Gui3DMouseEvent &evt ) override;
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bool onMouseWheel(const GuiEvent &evt ) override;
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void onRender3D() override;
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void onRender2D() override;
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void onActivated( const Gui3DMouseEvent &lastEvent ) override;
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void onDeactivated() override;
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bool updateGuiInfo() override;
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// ForestBrushTool
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void setSize( F32 val );
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@ -139,7 +139,7 @@ class ForestBrushToolEvent : public SimEvent
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{
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public:
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void process( SimObject *object )
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void process( SimObject *object ) override
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{
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((ForestBrushTool*)object)->_onStroke();
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}
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@ -58,30 +58,30 @@ class ForestEditorCtrl : public EditTSCtrl
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DECLARE_CONOBJECT( ForestEditorCtrl );
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// SimObject
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bool onAdd();
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bool onAdd() override;
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static void initPersistFields();
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// GuiControl
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virtual bool onWake();
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virtual void onSleep();
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virtual void onMouseUp( const GuiEvent &event_ );
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bool onWake() override;
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void onSleep() override;
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void onMouseUp( const GuiEvent &event_ ) override;
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// EditTSCtrl
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void get3DCursor( GuiCursor *&cursor, bool &visible, const Gui3DMouseEvent &event_ );
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void on3DMouseDown( const Gui3DMouseEvent &event_ );
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void on3DMouseUp( const Gui3DMouseEvent &event_ );
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void on3DMouseMove( const Gui3DMouseEvent &event_ );
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void on3DMouseDragged( const Gui3DMouseEvent &event_ );
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void on3DMouseEnter( const Gui3DMouseEvent &event_ );
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void on3DMouseLeave( const Gui3DMouseEvent &event_ );
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void on3DRightMouseDown( const Gui3DMouseEvent &event_ );
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void on3DRightMouseUp( const Gui3DMouseEvent &event_ );
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bool onMouseWheelUp(const GuiEvent &event_);
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bool onMouseWheelDown(const GuiEvent &event_);
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void updateGuiInfo();
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void updateGizmo();
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void renderScene( const RectI &updateRect );
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void renderGui( Point2I offset, const RectI &updateRect );
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void get3DCursor( GuiCursor *&cursor, bool &visible, const Gui3DMouseEvent &event_ ) override;
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void on3DMouseDown( const Gui3DMouseEvent &event_ ) override;
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void on3DMouseUp( const Gui3DMouseEvent &event_ ) override;
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void on3DMouseMove( const Gui3DMouseEvent &event_ ) override;
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void on3DMouseDragged( const Gui3DMouseEvent &event_ ) override;
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void on3DMouseEnter( const Gui3DMouseEvent &event_ ) override;
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void on3DMouseLeave( const Gui3DMouseEvent &event_ ) override;
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void on3DRightMouseDown( const Gui3DMouseEvent &event_ ) override;
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void on3DRightMouseUp( const Gui3DMouseEvent &event_ ) override;
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bool onMouseWheelUp(const GuiEvent &event_) override;
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bool onMouseWheelDown(const GuiEvent &event_) override;
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void updateGuiInfo() override;
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void updateGizmo() override;
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void renderScene( const RectI &updateRect ) override;
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void renderGui( Point2I offset, const RectI &updateRect ) override;
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/// Causes the editor to reselect the active forest.
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bool updateActiveForest( bool createNew );
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@ -47,9 +47,9 @@ public:
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protected:
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void offsetObject( ForestItem &object, const Point3F &delta );
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void rotateObject( ForestItem &object, const EulerF &delta, const Point3F &origin );
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void scaleObject( ForestItem &object, const Point3F &delta );
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void offsetObject( ForestItem &object, const Point3F &delta ) override;
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void rotateObject( ForestItem &object, const EulerF &delta, const Point3F &origin ) override;
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void scaleObject( ForestItem &object, const Point3F &delta ) override;
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protected:
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@ -93,17 +93,17 @@ class ForestSelectionTool : public ForestTool
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DECLARE_CONOBJECT( ForestSelectionTool );
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// ForestTool
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virtual void setParentEditor( ForestEditorCtrl *editor );
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virtual void setActiveForest( Forest *forest );
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virtual void on3DMouseDown( const Gui3DMouseEvent &evt );
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virtual void on3DMouseUp( const Gui3DMouseEvent &evt );
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virtual void on3DMouseMove( const Gui3DMouseEvent &evt );
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virtual void on3DMouseDragged( const Gui3DMouseEvent &evt );
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virtual void onRender3D();
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virtual void onRender2D();
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virtual bool updateGuiInfo();
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virtual void updateGizmo();
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virtual void onUndoAction();
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void setParentEditor( ForestEditorCtrl *editor ) override;
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void setActiveForest( Forest *forest ) override;
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void on3DMouseDown( const Gui3DMouseEvent &evt ) override;
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void on3DMouseUp( const Gui3DMouseEvent &evt ) override;
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void on3DMouseMove( const Gui3DMouseEvent &evt ) override;
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void on3DMouseDragged( const Gui3DMouseEvent &evt ) override;
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void onRender3D() override;
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void onRender2D() override;
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bool updateGuiInfo() override;
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void updateGizmo() override;
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void onUndoAction() override;
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S32 getSelectionCount() const { return mSelection.size(); }
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@ -45,8 +45,8 @@ public:
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ForestUndoAction( const Resource<ForestData> &data, ForestEditorCtrl *editor, const char *description );
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// UndoAction
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virtual void undo() {}
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virtual void redo() {}
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void undo() override {}
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void redo() override {}
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protected:
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@ -72,8 +72,8 @@ public:
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F32 scale );
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// UndoAction
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virtual void undo();
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virtual void redo();
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void undo() override;
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void redo() override;
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};
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@ -91,8 +91,8 @@ public:
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void removeItem( const Vector<ForestItem> &itemList );
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// UndoAction
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virtual void undo();
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virtual void redo();
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void undo() override;
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void redo() override;
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};
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@ -107,8 +107,8 @@ public:
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void saveItem( const ForestItem &item );
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virtual void undo() { _swapState(); }
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virtual void redo() { _swapState(); }
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void undo() override { _swapState(); }
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void redo() override { _swapState(); }
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protected:
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@ -152,37 +152,37 @@ public:
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static void initPersistFields();
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// SimObject
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bool onAdd();
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void onRemove();
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bool onAdd() override;
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void onRemove() override;
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/// Overloaded from SceneObject to properly update
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/// the client side forest when changes occur within
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/// the mission editor.
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void inspectPostApply();
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void inspectPostApply() override;
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/// Overloaded from SceneObject for updating the
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/// client side position of the forest.
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void setTransform( const MatrixF &mat );
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void setTransform( const MatrixF &mat ) override;
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void prepRenderImage( SceneRenderState *state );
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void prepRenderImage( SceneRenderState *state ) override;
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bool isTreeInRange( const Point2F& point, F32 radius ) const;
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// Network
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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void unpackUpdate( NetConnection *conn, BitStream *stream );
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ) override;
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void unpackUpdate( NetConnection *conn, BitStream *stream ) override;
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//IForestCollision *getCollision() const { return mCollision; }
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// SceneObject - Collision
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virtual void buildConvex( const Box3F& box, Convex* convex );
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virtual bool buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere );
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virtual bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo );
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virtual bool castRayRendered( const Point3F &start, const Point3F &end, RayInfo *outInfo );
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virtual bool collideBox( const Point3F &start, const Point3F &end, RayInfo *outInfo );
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void buildConvex( const Box3F& box, Convex* convex ) override;
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bool buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F &box, const SphereF &sphere ) override;
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bool castRay( const Point3F &start, const Point3F &end, RayInfo *outInfo ) override;
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bool castRayRendered( const Point3F &start, const Point3F &end, RayInfo *outInfo ) override;
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bool collideBox( const Point3F &start, const Point3F &end, RayInfo *outInfo ) override;
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// SceneObject - Other
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virtual void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude );
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void applyRadialImpulse( const Point3F &origin, F32 radius, F32 magnitude ) override;
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bool castRayBase( const Point3F &start, const Point3F &end, RayInfo *outInfo, bool rendered );
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@ -203,7 +203,7 @@ public:
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void saveDataFile( const char *path = NULL );
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///
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void clear() { mData->clear(); }
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void clear() override { mData->clear(); }
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/// Called to rebuild the collision state.
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void updateCollision();
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@ -66,12 +66,12 @@ public:
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}
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void calculateTransform( const MatrixF &worldXfrm );
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const MatrixF& getTransform() const { return mTransform; }
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Box3F getBoundingBox() const;
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Box3F getBoundingBox( const MatrixF &mat, const Point3F &scale) const;
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Point3F support( const VectorF &v ) const;
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void getFeatures( const MatrixF &mat, const VectorF &n, ConvexFeature *cf );
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void getPolyList( AbstractPolyList *list);
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const MatrixF& getTransform() const override { return mTransform; }
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Box3F getBoundingBox() const override;
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Box3F getBoundingBox( const MatrixF &mat, const Point3F &scale) const override;
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Point3F support( const VectorF &v ) const override;
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void getFeatures( const MatrixF &mat, const VectorF &n, ConvexFeature *cf ) override;
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void getPolyList( AbstractPolyList *list) override;
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public:
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@ -111,10 +111,10 @@ public:
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static void consoleInit();
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static void initPersistFields();
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virtual void onNameChange(const char *name);
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virtual bool onAdd();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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void onNameChange(const char *name) override;
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bool onAdd() override;
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void packData(BitStream* stream) override;
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void unpackData(BitStream* stream) override;
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/// Called from Forest the first time a datablock is used
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/// in order to lazy load content.
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@ -196,20 +196,20 @@ public:
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void updateMountPosition();
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// SceneObject
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virtual void setTransform( const MatrixF &mat );
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void prepRenderImage( SceneRenderState *state );
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void setTransform( const MatrixF &mat ) override;
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void prepRenderImage( SceneRenderState *state ) override;
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// SimObject
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bool onAdd();
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void onRemove();
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void inspectPostApply();
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void onEditorEnable();
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void onEditorDisable();
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void onDeleteNotify(SimObject *object);
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bool onAdd() override;
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void onRemove() override;
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void inspectPostApply() override;
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void onEditorEnable() override;
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void onEditorDisable() override;
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void onDeleteNotify(SimObject *object) override;
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// NetObject
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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void unpackUpdate( NetConnection *conn, BitStream *stream );
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ) override;
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void unpackUpdate( NetConnection *conn, BitStream *stream ) override;
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// ConObject.
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static void initPersistFields();
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@ -62,9 +62,9 @@ protected:
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static WindAdvanceSignal smAdvanceSignal;
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virtual void interpolateTick( F32 delta ) {};
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virtual void processTick();
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virtual void advanceTime( F32 timeDelta ) {};
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void interpolateTick( F32 delta ) override {};
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void processTick() override;
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void advanceTime( F32 timeDelta ) override {};
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public:
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@ -43,22 +43,22 @@ public:
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WindDeformationGLSL();
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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virtual String getName()
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String getName() override
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{
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return "Wind Effect";
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}
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virtual void determineFeature( Material *material,
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void determineFeature( Material *material,
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const GFXVertexFormat *vertexFormat,
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U32 stageNum,
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const FeatureType &type,
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const FeatureSet &features,
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MaterialFeatureData *outFeatureData );
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MaterialFeatureData *outFeatureData ) override;
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virtual ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject );
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ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject ) override;
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};
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DeclareFeatureType( MFT_WindEffect );
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@ -43,22 +43,22 @@ public:
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WindDeformationHLSL();
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virtual void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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void processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd ) override;
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virtual String getName()
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String getName() override
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{
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return "Wind Effect";
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}
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virtual void determineFeature( Material *material,
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void determineFeature( Material *material,
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const GFXVertexFormat *vertexFormat,
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U32 stageNum,
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const FeatureType &type,
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const FeatureSet &features,
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MaterialFeatureData *outFeatureData );
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MaterialFeatureData *outFeatureData ) override;
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virtual ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject );
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ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject ) override;
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};
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DeclareFeatureType( MFT_WindEffect );
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@ -52,9 +52,9 @@ protected:
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TSLastDetail *mDetail;
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// ForestCellBatch
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virtual bool _prepBatch( const ForestItem &item );
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virtual void _rebuildBatch();
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virtual void _render( const SceneRenderState *state );
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bool _prepBatch( const ForestItem &item ) override;
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void _rebuildBatch() override;
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void _render( const SceneRenderState *state ) override;
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public:
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@ -63,7 +63,7 @@ protected:
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void _updateCollisionDetails();
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// ForestItemData
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void _preload() { _loadShape(); }
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void _preload() override { _loadShape(); }
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public:
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@ -71,11 +71,11 @@ public:
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TSForestItemData();
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virtual ~TSForestItemData();
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bool preload( bool server, String &errorBuffer );
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void onRemove();
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bool onAdd();
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bool preload( bool server, String &errorBuffer ) override;
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void onRemove() override;
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bool onAdd() override;
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virtual void inspectPostApply();
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void inspectPostApply() override;
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TSLastDetail* getLastDetail() const;
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@ -86,10 +86,10 @@ public:
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const Vector<S32>& getLOSDetails() const { return mLOSDetails; }
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// ForestItemData
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const Box3F& getObjBox() const { return mShape ? mShape->mBounds : Box3F::Zero; }
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bool render( TSRenderState *rdata, const ForestItem& item ) const;
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ForestCellBatch* allocateBatch() const;
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bool canBillboard( const SceneRenderState *state, const ForestItem &item, F32 distToCamera ) const;
|
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const Box3F& getObjBox() const override { return mShape ? mShape->mBounds : Box3F::Zero; }
|
||||
bool render( TSRenderState *rdata, const ForestItem& item ) const override;
|
||||
ForestCellBatch* allocateBatch() const override;
|
||||
bool canBillboard( const SceneRenderState *state, const ForestItem &item, F32 distToCamera ) const override;
|
||||
bool buildPolyList( const ForestItem& item, AbstractPolyList *polyList, const Box3F *box ) const { return false; }
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -40,10 +40,10 @@ public:
|
|||
GFXShaderConstHandle *mWindParams;
|
||||
|
||||
// ShaderFeatureConstHandles
|
||||
virtual void init( GFXShader *shader );
|
||||
virtual void setConsts( SceneRenderState *state,
|
||||
void init( GFXShader *shader ) override;
|
||||
void setConsts( SceneRenderState *state,
|
||||
const SceneData &sgData,
|
||||
GFXShaderConstBuffer *buffer );
|
||||
GFXShaderConstBuffer *buffer ) override;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue