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https://github.com/TorqueGameEngines/Torque3D.git
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virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
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parent
88a43f3137
commit
efbe5e90f5
255 changed files with 2164 additions and 2164 deletions
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@ -133,21 +133,21 @@ class GuiContainer : public GuiControl
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/// @name GuiControl Inherited
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/// @{
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virtual void onChildAdded(GuiControl* control);
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virtual void onChildRemoved(GuiControl* control);
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virtual bool resize( const Point2I &newPosition, const Point2I &newExtent );
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virtual void childResized(GuiControl *child);
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virtual void addObject(SimObject *obj);
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virtual void removeObject(SimObject *obj);
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virtual bool reOrder(SimObject* obj, SimObject* target);
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virtual void onPreRender();
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void onChildAdded(GuiControl* control) override;
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void onChildRemoved(GuiControl* control) override;
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bool resize( const Point2I &newPosition, const Point2I &newExtent ) override;
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void childResized(GuiControl *child) override;
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void addObject(SimObject *obj) override;
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void removeObject(SimObject *obj) override;
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bool reOrder(SimObject* obj, SimObject* target) override;
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void onPreRender() override;
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/// GuiContainer deals with parentResized calls differently than GuiControl. It will
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/// update the layout for all of it's non-docked child controls. parentResized calls
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/// on the child controls will be handled by their default functions, but for our
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/// purposes we want at least our immediate children to use the anchors that they have
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/// set on themselves. - JDD [9/20/2006]
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virtual void parentResized(const RectI &oldParentRect, const RectI &newParentRect);
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void parentResized(const RectI &oldParentRect, const RectI &newParentRect) override;
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/// @}
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};
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@ -118,7 +118,7 @@ class GuiRolloutCtrl : public GuiTickCtrl
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DECLARE_CALLBACK( void, onCollapsed, () );
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/// @}
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virtual void processTick();
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void processTick() override;
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public:
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@ -134,20 +134,20 @@ class GuiRolloutCtrl : public GuiTickCtrl
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static void initPersistFields();
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// Control Events
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bool onWake();
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void addObject(SimObject *obj);
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void removeObject(SimObject *obj);
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virtual void childResized(GuiControl *child);
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bool onWake() override;
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void addObject(SimObject *obj) override;
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void removeObject(SimObject *obj) override;
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void childResized(GuiControl *child) override;
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// Mouse Events
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virtual void onMouseDown( const GuiEvent& event );
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virtual void onMouseUp( const GuiEvent& event );
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virtual void onRightMouseUp( const GuiEvent& event );
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virtual bool onMouseUpEditor( const GuiEvent& event, Point2I offset );
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void onMouseDown( const GuiEvent& event ) override;
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void onMouseUp( const GuiEvent& event ) override;
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void onRightMouseUp( const GuiEvent& event ) override;
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bool onMouseUpEditor( const GuiEvent& event, Point2I offset ) override;
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// Sizing Helpers
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virtual void calculateHeights();
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virtual bool resize( const Point2I &newPosition, const Point2I &newExtent );
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bool resize( const Point2I &newPosition, const Point2I &newExtent ) override;
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virtual void sizeToContents();
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inline bool isExpanded() const { return mIsExpanded; }
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@ -172,8 +172,8 @@ class GuiRolloutCtrl : public GuiTickCtrl
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void setCanCollapse( bool value ) { mCanCollapse = value; }
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// Control Rendering
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virtual void onRender(Point2I offset, const RectI &updateRect);
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bool onAdd();
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void onRender(Point2I offset, const RectI &updateRect) override;
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bool onAdd() override;
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};
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#endif // _GUI_ROLLOUTCTRL_H_
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@ -219,9 +219,9 @@ class GuiScrollCtrl : public GuiContainer
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// you can change the bitmap array dynamically.
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void loadBitmapArray();
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void addObject(SimObject *obj);
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bool resize(const Point2I &newPosition, const Point2I &newExtent);
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void childResized(GuiControl *child);
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void addObject(SimObject *obj) override;
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bool resize(const Point2I &newPosition, const Point2I &newExtent) override;
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void childResized(GuiControl *child) override;
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Point2I getChildPos() { return mChildPos; }
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Point2I getChildRelPos() { return mChildRelPos; };
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Point2I getChildExtent() { return mChildExt; }
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@ -244,24 +244,24 @@ class GuiScrollCtrl : public GuiContainer
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Region getCurHitRegion(void) { return mHitRegion; }
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// GuiControl
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virtual bool onKeyDown(const GuiEvent &event);
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virtual void onMouseDown(const GuiEvent &event);
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virtual bool onMouseDownEditor( const GuiEvent& event, Point2I offset );
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virtual void onMouseUp(const GuiEvent &event);
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virtual void onMouseDragged(const GuiEvent &event);
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virtual bool onMouseWheelUp(const GuiEvent &event);
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virtual bool onMouseWheelDown(const GuiEvent &event);
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bool onKeyDown(const GuiEvent &event) override;
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void onMouseDown(const GuiEvent &event) override;
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bool onMouseDownEditor( const GuiEvent& event, Point2I offset ) override;
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void onMouseUp(const GuiEvent &event) override;
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void onMouseDragged(const GuiEvent &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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virtual bool onWake();
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virtual void onSleep();
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bool onWake() override;
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void onSleep() override;
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virtual void onPreRender();
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virtual void onRender(Point2I offset, const RectI &updateRect);
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void onPreRender() override;
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void onRender(Point2I offset, const RectI &updateRect) override;
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virtual void drawBorder(const Point2I &offset, bool isFirstResponder);
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virtual void drawVScrollBar(const Point2I &offset);
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virtual void drawHScrollBar(const Point2I &offset);
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virtual void drawScrollCorner(const Point2I &offset);
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virtual GuiControl* findHitControl(const Point2I &pt, S32 initialLayer = -1);
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GuiControl* findHitControl(const Point2I &pt, S32 initialLayer = -1) override;
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static void initPersistFields();
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@ -73,14 +73,14 @@ public:
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vertStackBottom, ///< Stack from bottom to top when vertical
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};
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bool resize(const Point2I &newPosition, const Point2I &newExtent);
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void childResized(GuiControl *child);
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bool resize(const Point2I &newPosition, const Point2I &newExtent) override;
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void childResized(GuiControl *child) override;
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bool isFrozen() { return mResizing; };
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/// prevent resizing. useful when adding many items.
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void freeze(bool);
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bool onWake();
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void onSleep();
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bool onWake() override;
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void onSleep() override;
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void updatePanes();
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@ -89,10 +89,10 @@ public:
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S32 getCount() { return size(); }; /// Returns the number of children in the stack
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void addObject(SimObject *obj);
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void removeObject(SimObject *obj);
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void addObject(SimObject *obj) override;
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void removeObject(SimObject *obj) override;
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bool reOrder(SimObject* obj, SimObject* target = 0);
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bool reOrder(SimObject* obj, SimObject* target = 0) override;
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static void initPersistFields();
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