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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 14:44:36 +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.
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parent
efbe5e90f5
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2b295fb7f0
454 changed files with 4162 additions and 4156 deletions
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@ -266,7 +266,7 @@ public:
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GuiGameListMenuCtrl();
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~GuiGameListMenuCtrl();
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void onRender(Point2I offset, const RectI &updateRect);
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void onRender(Point2I offset, const RectI &updateRect) override;
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void onRenderListOption(Row* row, Point2I currentOffset);
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void onRenderSliderOption(Row* row, Point2I currentOffset);
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@ -276,67 +276,67 @@ public:
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/// Callback when the object is registered with the sim.
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///
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/// \return True if the profile was successfully added, false otherwise.
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bool onAdd();
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bool onAdd() override;
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/// Callback when the control wakes up.
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bool onWake();
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bool onWake() override;
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/// Callback when a key is pressed.
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///
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/// \param event The event that triggered this callback.
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bool onKeyDown(const GuiEvent &event);
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bool onKeyDown(const GuiEvent &event) override;
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/// Callback when a key is repeating.
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///
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/// \param event The event that triggered this callback.
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bool onKeyRepeat(const GuiEvent &event){ return onKeyDown(event); }
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bool onKeyRepeat(const GuiEvent &event) override{ return onKeyDown(event); }
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/// Callback when the mouse button is clicked on the control.
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///
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/// \param event A reference to the event that triggered the callback.
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void onMouseDown(const GuiEvent &event);
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void onMouseDown(const GuiEvent &event) override;
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/// Callback when the mouse is dragged on the control.
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///
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/// \param event A reference to the event that triggered the callback.
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void onMouseDragged(const GuiEvent &event){ onMouseDown(event); }
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void onMouseDragged(const GuiEvent &event) override{ onMouseDown(event); }
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/// Callback when the mouse leaves the control.
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///
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/// \param event A reference to the event that triggered the callback.
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void onMouseLeave(const GuiEvent &event);
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void onMouseLeave(const GuiEvent &event) override;
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/// Callback when the mouse is moving over this control
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///
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/// \param event A reference to the event that triggered the callback.
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void onMouseMove(const GuiEvent &event);
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void onMouseMove(const GuiEvent &event) override;
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/// Callback when the mouse button is released.
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///
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/// \param event A reference to the event that triggered the callback.
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void onMouseUp(const GuiEvent &event);
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void onMouseUp(const GuiEvent &event) override;
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virtual bool onInputEvent(const InputEventInfo& event);
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bool onInputEvent(const InputEventInfo& event) override;
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/// Callback when the gamepad axis is activated.
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///
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/// \param event A reference to the event that triggered the callback.
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virtual bool onGamepadAxisUp(const GuiEvent & event);
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bool onGamepadAxisUp(const GuiEvent & event) override;
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/// Callback when the gamepad axis is activated.
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///
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/// \param event A reference to the event that triggered the callback.
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virtual bool onGamepadAxisDown(const GuiEvent & event);
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bool onGamepadAxisDown(const GuiEvent & event) override;
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/// Callback when the gamepad axis is activated.
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///
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/// \param event A reference to the event that triggered the callback.
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virtual bool onGamepadAxisLeft(const GuiEvent& event);
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bool onGamepadAxisLeft(const GuiEvent& event) override;
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/// Callback when the gamepad axis is activated.
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///
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/// \param event A reference to the event that triggered the callback.
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virtual bool onGamepadAxisRight(const GuiEvent& event);
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bool onGamepadAxisRight(const GuiEvent& event) override;
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void clearRows();
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@ -458,7 +458,7 @@ private:
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private:
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/// Recalculates the height of this control based on the stored row height and
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/// and padding on the rows.
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virtual Point2I getMinExtent() const;
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Point2I getMinExtent() const override;
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/// Makes sure the height will allow all rows to be displayed without being
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/// truncated.
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@ -537,7 +537,7 @@ public:
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/// Callback when the object is registered with the sim.
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///
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/// \return True if the profile was successfully added, false otherwise.
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bool onAdd();
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bool onAdd() override;
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Point2I mHitAreaUpperLeft; ///< Offset for the upper left corner of the hit area
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Point2I mHitAreaLowerRight; ///< Offset for the lower right corner of the hit area
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