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clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
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64 changed files with 260 additions and 255 deletions
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@ -74,17 +74,17 @@ namespace
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}
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PlatformWindowSDL::PlatformWindowSDL():
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mShouldLockMouse(false),
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mMouseLocked(false),
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mOwningManager(NULL),
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mNextWindow(NULL),
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mWindowHandle(NULL),
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mOldParent(NULL),
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mTarget(NULL),
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mDevice(NULL),
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mTarget(NULL),
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mPosition(0,0),
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mMouseLocked(false),
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mShouldLockMouse(false),
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mSuppressReset(false),
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mMenuHandle(NULL),
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mPosition(0,0)
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mMenuHandle(NULL)
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{
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mCursorController = new PlatformCursorControllerSDL( this );
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@ -32,14 +32,14 @@ extern InputModifiers convertModifierBits(const U32 in);
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//-----------------------------------------------------------------------------
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// Constructor/Destructor
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//-----------------------------------------------------------------------------
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WindowInputGenerator::WindowInputGenerator( PlatformWindow *window ) :
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WindowInputGenerator::WindowInputGenerator( PlatformWindow *window ) :
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mNotifyPosition(true),
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mWindow(window),
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mInputController(NULL),
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mLastCursorPos(0,0),
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mClampToWindow(true),
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mPixelsPerMickey(1.0f),
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mNotifyPosition(true),
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mFocused(false)
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mFocused(false),
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mPixelsPerMickey(1.0f)
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{
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AssertFatal(mWindow, "NULL PlatformWindow on WindowInputGenerator creation");
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