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.,
This commit is contained in:
Azaezel 2016-10-14 18:16:55 -05:00
parent 1131ed15df
commit fbfd3ed8ed
64 changed files with 260 additions and 255 deletions

View file

@ -74,17 +74,17 @@ namespace
}
PlatformWindowSDL::PlatformWindowSDL():
mShouldLockMouse(false),
mMouseLocked(false),
mOwningManager(NULL),
mNextWindow(NULL),
mWindowHandle(NULL),
mOldParent(NULL),
mTarget(NULL),
mDevice(NULL),
mTarget(NULL),
mPosition(0,0),
mMouseLocked(false),
mShouldLockMouse(false),
mSuppressReset(false),
mMenuHandle(NULL),
mPosition(0,0)
mMenuHandle(NULL)
{
mCursorController = new PlatformCursorControllerSDL( this );

View file

@ -32,14 +32,14 @@ extern InputModifiers convertModifierBits(const U32 in);
//-----------------------------------------------------------------------------
// Constructor/Destructor
//-----------------------------------------------------------------------------
WindowInputGenerator::WindowInputGenerator( PlatformWindow *window ) :
WindowInputGenerator::WindowInputGenerator( PlatformWindow *window ) :
mNotifyPosition(true),
mWindow(window),
mInputController(NULL),
mLastCursorPos(0,0),
mClampToWindow(true),
mPixelsPerMickey(1.0f),
mNotifyPosition(true),
mFocused(false)
mFocused(false),
mPixelsPerMickey(1.0f)
{
AssertFatal(mWindow, "NULL PlatformWindow on WindowInputGenerator creation");