Merge pull request #2602 from elsid/clang_tidy

Fix clang-tidy issues
pull/556/head
Andrei Kortunov 5 years ago committed by GitHub
commit eec82f676a
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GPG Key ID: 4AEE18F83AFDEB23

@ -241,7 +241,7 @@ namespace MWGui
MyGUI::FactoryManager::getInstance().registerFactory<ResourceImageSetPointerFix>("Resource", "ResourceImageSetPointer");
MyGUI::FactoryManager::getInstance().registerFactory<AutoSizedResourceSkin>("Resource", "AutoSizedResourceSkin");
MyGUI::ResourceManager::getInstance().load("core.xml");
loadUserFonts();
WindowManager::loadUserFonts();
bool keyboardNav = Settings::Manager::getBool("keyboard navigation", "GUI");
mKeyboardNavigation.reset(new KeyboardNavigation());

@ -515,13 +515,11 @@ namespace MWRender
protected:
virtual void setDefaults(osg::StateSet* stateset)
{
osg::Material* material = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
osg::BlendFunc* blendfunc (new osg::BlendFunc);
stateset->setAttributeAndModes(blendfunc, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
// FIXME: overriding diffuse/ambient/emissive colors
material = new osg::Material;
osg::Material* material = new osg::Material;
material->setColorMode(osg::Material::OFF);
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,mAlpha));
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
@ -635,7 +633,7 @@ namespace MWRender
Animation::~Animation()
{
setLightEffect(0.f);
Animation::setLightEffect(0.f);
if (mObjectRoot)
mInsert->removeChild(mObjectRoot);

@ -1489,7 +1489,7 @@ OpenAL_Output::OpenAL_Output(SoundManager &mgr)
OpenAL_Output::~OpenAL_Output()
{
deinit();
OpenAL_Output::deinit();
}
}

@ -1362,7 +1362,7 @@ namespace MWSound
void SoundManager::clear()
{
stopMusic();
SoundManager::stopMusic();
for(SoundMap::value_type &snd : mActiveSounds)
{

@ -27,7 +27,7 @@ ParticleSystem::ParticleSystem(const ParticleSystem &copy, const osg::CopyOp &co
{
// For some reason the osgParticle constructor doesn't copy the particles
for (int i=0;i<copy.numParticles()-copy.numDeadParticles();++i)
createParticle(copy.getParticle(i));
ParticleSystem::createParticle(copy.getParticle(i));
}
void ParticleSystem::setQuota(int quota)

@ -261,18 +261,18 @@ namespace SceneUtil {
float _shadowFadeStart = 0.0;
class DebugHUD : public osg::Referenced
class DebugHUD final : public osg::Referenced
{
public:
DebugHUD(int numberOfShadowMapsPerLight);
virtual void draw(osg::ref_ptr<osg::Texture2D> texture, unsigned int shadowMapNumber, const osg::Matrixd &matrix, osgUtil::CullVisitor& cv);
void draw(osg::ref_ptr<osg::Texture2D> texture, unsigned int shadowMapNumber, const osg::Matrixd &matrix, osgUtil::CullVisitor& cv);
virtual void releaseGLObjects(osg::State* state = 0) const;
void releaseGLObjects(osg::State* state = 0) const;
virtual void setFrustumVertices(osg::ref_ptr<osg::Vec3Array> vertices, unsigned int traversalNumber);
void setFrustumVertices(osg::ref_ptr<osg::Vec3Array> vertices, unsigned int traversalNumber);
protected:
virtual void addAnotherShadowMap();
void addAnotherShadowMap();
static const int sDebugTextureUnit = 0;

@ -19,15 +19,13 @@ namespace SceneUtil
ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode, unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, Shader::ShaderManager &shaderManager);
virtual ~ShadowManager() = default;
void setupShadowSettings();
virtual void setupShadowSettings();
Shader::ShaderManager::DefineMap getShadowDefines();
virtual Shader::ShaderManager::DefineMap getShadowDefines();
void enableIndoorMode();
virtual void enableIndoorMode();
virtual void enableOutdoorMode();
void enableOutdoorMode();
protected:
bool mEnableShadows;

@ -20,7 +20,7 @@ GraphicsWindowSDL2::GraphicsWindowSDL2(osg::GraphicsContext::Traits *traits)
_traits = traits;
init();
if(valid())
if(GraphicsWindowSDL2::valid())
{
setState(new osg::State);
getState()->setGraphicsContext(this);

@ -28,7 +28,7 @@ TerrainGrid::~TerrainGrid()
{
while (!mGrid.empty())
{
unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
TerrainGrid::unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
}
}

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