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:
marauder2k7 2024-03-18 18:40:22 +00:00
parent efbe5e90f5
commit 2b295fb7f0
454 changed files with 4162 additions and 4156 deletions

View file

@ -266,7 +266,7 @@ public:
GuiGameListMenuCtrl();
~GuiGameListMenuCtrl();
void onRender(Point2I offset, const RectI &updateRect);
void onRender(Point2I offset, const RectI &updateRect) override;
void onRenderListOption(Row* row, Point2I currentOffset);
void onRenderSliderOption(Row* row, Point2I currentOffset);
@ -276,67 +276,67 @@ public:
/// Callback when the object is registered with the sim.
///
/// \return True if the profile was successfully added, false otherwise.
bool onAdd();
bool onAdd() override;
/// Callback when the control wakes up.
bool onWake();
bool onWake() override;
/// Callback when a key is pressed.
///
/// \param event The event that triggered this callback.
bool onKeyDown(const GuiEvent &event);
bool onKeyDown(const GuiEvent &event) override;
/// Callback when a key is repeating.
///
/// \param event The event that triggered this callback.
bool onKeyRepeat(const GuiEvent &event){ return onKeyDown(event); }
bool onKeyRepeat(const GuiEvent &event) override{ return onKeyDown(event); }
/// Callback when the mouse button is clicked on the control.
///
/// \param event A reference to the event that triggered the callback.
void onMouseDown(const GuiEvent &event);
void onMouseDown(const GuiEvent &event) override;
/// Callback when the mouse is dragged on the control.
///
/// \param event A reference to the event that triggered the callback.
void onMouseDragged(const GuiEvent &event){ onMouseDown(event); }
void onMouseDragged(const GuiEvent &event) override{ onMouseDown(event); }
/// Callback when the mouse leaves the control.
///
/// \param event A reference to the event that triggered the callback.
void onMouseLeave(const GuiEvent &event);
void onMouseLeave(const GuiEvent &event) override;
/// Callback when the mouse is moving over this control
///
/// \param event A reference to the event that triggered the callback.
void onMouseMove(const GuiEvent &event);
void onMouseMove(const GuiEvent &event) override;
/// Callback when the mouse button is released.
///
/// \param event A reference to the event that triggered the callback.
void onMouseUp(const GuiEvent &event);
void onMouseUp(const GuiEvent &event) override;
virtual bool onInputEvent(const InputEventInfo& event);
bool onInputEvent(const InputEventInfo& event) override;
/// Callback when the gamepad axis is activated.
///
/// \param event A reference to the event that triggered the callback.
virtual bool onGamepadAxisUp(const GuiEvent & event);
bool onGamepadAxisUp(const GuiEvent & event) override;
/// Callback when the gamepad axis is activated.
///
/// \param event A reference to the event that triggered the callback.
virtual bool onGamepadAxisDown(const GuiEvent & event);
bool onGamepadAxisDown(const GuiEvent & event) override;
/// Callback when the gamepad axis is activated.
///
/// \param event A reference to the event that triggered the callback.
virtual bool onGamepadAxisLeft(const GuiEvent& event);
bool onGamepadAxisLeft(const GuiEvent& event) override;
/// Callback when the gamepad axis is activated.
///
/// \param event A reference to the event that triggered the callback.
virtual bool onGamepadAxisRight(const GuiEvent& event);
bool onGamepadAxisRight(const GuiEvent& event) override;
void clearRows();
@ -458,7 +458,7 @@ private:
private:
/// Recalculates the height of this control based on the stored row height and
/// and padding on the rows.
virtual Point2I getMinExtent() const;
Point2I getMinExtent() const override;
/// Makes sure the height will allow all rows to be displayed without being
/// truncated.
@ -537,7 +537,7 @@ public:
/// Callback when the object is registered with the sim.
///
/// \return True if the profile was successfully added, false otherwise.
bool onAdd();
bool onAdd() override;
Point2I mHitAreaUpperLeft; ///< Offset for the upper left corner of the hit area
Point2I mHitAreaLowerRight; ///< Offset for the lower right corner of the hit area