Final Linux compliance changes(renames, tweaks for gcc compliance, etc)

This commit is contained in:
Areloch 2016-05-29 00:58:02 -05:00
parent f5e86a83b5
commit 510b726f6f
25 changed files with 47 additions and 46 deletions

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@ -20,9 +20,9 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/components/animation/animationcomponent.h"
#include "T3D/components/animation/animationComponent.h"
#include "T3D/components/animation/animationComponent_ScriptBinding.h"
#include "T3D/components/render/meshcomponent.h"
#include "T3D/components/render/meshComponent.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"

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@ -21,7 +21,7 @@
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "T3D/components/animation/animationcomponent.h"
#include "T3D/components/animation/animationComponent.h"
DefineEngineMethod(AnimationComponent, playThread, bool, (S32 slot, const char* name, bool transition, F32 transitionTime), (-1, "", true, 0.5),
"@brief Start a new animation thread, or restart one that has been paused or "

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@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/components/camera/cameracomponent.h"
#include "T3D/components/camera/cameraComponent.h"
#include "T3D/components/camera/cameraComponent_ScriptBinding.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"

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@ -21,7 +21,7 @@
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "T3D/components/camera/cameracomponent.h"
#include "T3D/components/camera/cameraComponent.h"
//Basically, this only exists for backwards compatibility for parts of the editors
ConsoleMethod(CameraComponent, getMode, const char*, 2, 2, "() - We get the first behavior of the requested type on our owner object.\n"

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@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/components/camera/cameraOrbitercomponent.h"
#include "T3D/components/camera/cameraOrbiterComponent.h"
#include "core/util/safeDelete.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"

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@ -27,7 +27,7 @@
#include "T3D/components/component.h"
#endif
#ifndef CAMERA_COMPONENT_H
#include "T3D/components/camera/cameracomponent.h"
#include "T3D/components/camera/cameraComponent.h"
#endif
//////////////////////////////////////////////////////////////////////////

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@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/components/collision/collisioncomponent.h"
#include "T3D/components/collision/collisionComponent.h"
#include "T3D/components/collision/collisionComponent_ScriptBinding.h"
#include "T3D/components/physics/physicsBehavior.h"
#include "console/consoleTypes.h"

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@ -21,7 +21,7 @@
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "T3D/components/collision/collisioncomponent.h"
#include "T3D/components/collision/collisionComponent.h"
#include "materials/baseMatInstance.h"
DefineConsoleMethod(CollisionComponent, getNumberOfContacts, S32, (), ,

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@ -126,7 +126,7 @@ void CollisionInterface::handleCollisionNotifyList()
mCollisionNotifyList.clear();
}
Chunker<CollisionInterface::CollisionTimeout> sTimeoutChunker;
Chunker<CollisionInterface::CollisionTimeout> sCollisionTimeoutChunker;
CollisionInterface::CollisionTimeout* CollisionInterface::sFreeTimeoutList = 0;
void CollisionInterface::queueCollision( SceneObject *obj, const VectorF &vec)
@ -174,7 +174,7 @@ void CollisionInterface::queueCollision( SceneObject *obj, const VectorF &vec)
}
else
{
ptr = sTimeoutChunker.alloc();
ptr = sCollisionTimeoutChunker.alloc();
}
ptr->object = obj;

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@ -82,8 +82,8 @@ public:
VectorF vector;
};
Signal< void( SceneObject* ) > CollisionInterface::onCollisionSignal;
Signal< void( SceneObject* ) > CollisionInterface::onContactSignal;
Signal< void( SceneObject* ) > onCollisionSignal;
Signal< void( SceneObject* ) > onContactSignal;
protected:
CollisionTimeout* mTimeoutList;
@ -149,7 +149,7 @@ public:
virtual PhysicsCollision* getCollisionData() = 0;
Signal< void(PhysicsCollision* collision) > CollisionInterface::onCollisionChanged;
Signal< void(PhysicsCollision* collision) > onCollisionChanged;
};
class BuildConvexInterface //: public Interface<CollisionInterface>

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@ -160,7 +160,7 @@ public:
return mFields[index];
}
Signal< void(StateMachine*, S32 stateIdx) > StateMachine::onStateChanged;
Signal< void(StateMachine*, S32 stateIdx) > onStateChanged;
//
inline bool readStateName(State* state, SimXMLDocument* reader)

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@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/components/game/StateMachinecomponent.h"
#include "T3D/components/game/stateMachineComponent.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"

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@ -3,7 +3,7 @@
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "console/consoleTypes.h"
#include "T3D/components/game/Triggercomponent.h"
#include "T3D/components/game/triggerComponent.h"
#include "core/util/safeDelete.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
@ -234,7 +234,8 @@ bool TriggerComponent::testObject(SceneObject* enter)
//anywho, build our list and then we'll check intersections
ClippedPolyList myList;
myList.setTransform(&(mOwner->getTransform()), mOwner->getScale());
MatrixF ownerTransform = mOwner->getTransform();
myList.setTransform(&ownerTransform, mOwner->getScale());
myList.setObject(mOwner);
myCI->buildPolyList(PLC_Collision, &myList, enterBox, sphere);

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@ -43,7 +43,7 @@ public:
F32 getMass() { return mMass; }
Signal< void(VectorF normal, Vector<SceneObject*> overlappedObjects) > PhysicsComponentInterface::onPhysicsCollision;
Signal< void(VectorF normal, Vector<SceneObject*> overlappedObjects) > onPhysicsCollision;
};
#endif

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@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/components/physics/playerControllercomponent.h"
#include "T3D/components/physics/playerControllerComponent.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"

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@ -203,7 +203,7 @@ public:
//This is a weird artifact of the PhysicsReps. We want the collision component to be privvy to any events that happen
//so when the physics components do a findContact test during their update, they'll have a signal collision components
//can be listening to to update themselves with that info
Signal< void(SceneObject*) > PlayerControllerComponent::onContactSignal;
Signal< void(SceneObject*) > onContactSignal;
//
DECLARE_CALLBACK(void, updateMove, (PlayerControllerComponent* obj));

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@ -20,7 +20,7 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/components/physics/rigidBodycomponent.h"
#include "T3D/components/physics/rigidBodyComponent.h"
#include "core/util/safeDelete.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
@ -31,7 +31,7 @@
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsWorld.h"
#include "T3D/physics/physicsCollision.h"
#include "T3D/components/collision/collisioncomponent.h"
#include "T3D/components/collision/collisionComponent.h"
bool RigidBodyComponent::smNoCorrections = false;
bool RigidBodyComponent::smNoSmoothing = false;

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@ -30,7 +30,7 @@
#include "T3D/physics/physicsCommon.h"
#endif
#ifndef COLLISION_COMPONENT_H
#include "T3D/components/collision/collisioncomponent.h"
#include "T3D/components/collision/collisionComponent.h"
#endif
#ifndef PHYSICS_COMPONENT_INTERFACE_H
#include "T3D/components/physics/physicsComponentInterface.h"

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@ -21,7 +21,7 @@
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "T3D/components/render/meshcomponent.h"
#include "T3D/components/render/meshComponent.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
@ -222,7 +222,9 @@ U32 MeshComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
for(U32 i=0; i < mChangingMaterials.size(); i++)
{
stream->writeInt(mChangingMaterials[i].slot, 16);
con->packNetStringHandleU(stream, NetStringHandle(mChangingMaterials[i].matName));
NetStringHandle matNameStr = mChangingMaterials[i].matName.c_str();
con->packNetStringHandleU(stream, matNameStr);
}
mChangingMaterials.clear();

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@ -153,7 +153,7 @@ public:
virtual TSShape* getShape() { if (mMeshAsset) return mMeshAsset->getShape(); else return NULL; }
virtual TSShapeInstance* getShapeInstance() { return mShapeInstance; }
Resource<TSShape> getShapeResource() { if (mMeshAsset) return mMeshAsset->getShapeResource(); else return NULL; }
Resource<TSShape> getShapeResource() { return mMeshAsset->getShapeResource(); }
void _onResourceChanged(const Torque::Path &path);

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@ -21,7 +21,7 @@
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
#include "T3D/components/render/meshcomponent.h"
#include "T3D/components/render/meshComponent.h"
#include "scene/sceneObject.h"
#include "math/mTransform.h"

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@ -24,10 +24,10 @@
#define RENDER_COMPONENT_INTERFACE_H
#ifndef _TSSHAPE_H_
#include "ts/TSShape.h"
#include "ts/tsShape.h"
#endif
#ifndef _TSSHAPEINSTANCE_H_
#include "ts/TSShapeInstance.h"
#include "ts/tsShapeInstance.h"
#endif
#ifndef CORE_INTERFACES_H
#include "T3D/components/coreInterfaces.h"
@ -40,7 +40,7 @@ public:
virtual TSShape* getShape() = 0;
Signal< void(RenderComponentInterface*) > RenderComponentInterface::onShapeChanged;
Signal< void(RenderComponentInterface*) > onShapeChanged;
virtual TSShapeInstance* getShapeInstance() = 0;
@ -50,7 +50,7 @@ public:
virtual void setNodeTransforms(Vector<MatrixF> transforms) = 0;
Signal< void(RenderComponentInterface*) > RenderComponentInterface::onShapeInstanceChanged;
Signal< void(RenderComponentInterface*) > onShapeInstanceChanged;
};
class CastRayRenderedInterface// : public Interface<CastRayRenderedInterface>

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@ -32,13 +32,12 @@
#ifndef COMPONENT_H
#include "T3D/components/component.h"
#endif
#ifndef MROTATION_H
#include "math/mRotation.h"
#endif
#ifndef _CONTAINERQUERY_H_
#include "T3D/containerQuery.h"
#endif
class Component;
//**************************************************************************
// Entity
//**************************************************************************
@ -272,9 +271,6 @@ Vector<T*> Entity::getComponents()
// Loop through our child objects.
for (U32 i = 0; i < mComponents.size(); i++)
{
if (!mComponents[i]->isEnabled())
continue;
curObj = dynamic_cast<T*>(mComponents[i]);
// Add this child object if appropriate.

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@ -77,7 +77,7 @@ GuiControl* GuiInspectorMountingGroup::buildMenuCtrl()
//GuiInspectorTypeMenuBase::_registerEditControl( retCtrl );
char szName[512];
dSprintf( szName, 512, "IE_%s_%d_%s_Field", retCtrl->getClassName(), mParentInspector->getInspectObject()->getId(), mCaption);
dSprintf( szName, 512, "IE_%s_%d_%s_Field", retCtrl->getClassName(), mParentInspector->getInspectObject()->getId(), mCaption.c_str());
// Register the object
retCtrl->registerObject( szName );

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@ -35,6 +35,8 @@ if(UNIX)
# for asm files
SET (CMAKE_ASM_NASM_OBJECT_FORMAT "elf")
ENABLE_LANGUAGE (ASM_NASM)
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
endif()
# TODO: fmod support
@ -257,7 +259,7 @@ addPath("${srcDir}/gui/3d")
addPath("${srcDir}/postFx")
if(NOT TORQUE_EXPERIMENTAL_EC)
set(BLACKLIST "Entity.cpp;Entity.h" )
set(BLACKLIST "entity.cpp;entity.h" )
endif()
addPath("${srcDir}/T3D")
set(BLACKLIST "" )
@ -274,12 +276,12 @@ addPath("${srcDir}/T3D/turret")
if( TORQUE_EXPERIMENTAL_EC )
addPath("${srcDir}/T3D/components/")
addPath("${srcDir}/T3D/components/Animation")
addPath("${srcDir}/T3D/components/Camera")
addPath("${srcDir}/T3D/components/Collision")
addPath("${srcDir}/T3D/components/Game")
addPath("${srcDir}/T3D/components/Physics")
addPath("${srcDir}/T3D/components/Render")
addPath("${srcDir}/T3D/components/animation")
addPath("${srcDir}/T3D/components/camera")
addPath("${srcDir}/T3D/components/collision")
addPath("${srcDir}/T3D/components/game")
addPath("${srcDir}/T3D/components/physics")
addPath("${srcDir}/T3D/components/render")
endif()
addPath("${srcDir}/main/")