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Merge pull request #2602 from elsid/clang_tidy

Fix clang-tidy issues
This commit is contained in:
Andrei Kortunov 2019-12-03 08:27:43 +04:00 committed by GitHub
commit eec82f676a
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GPG key ID: 4AEE18F83AFDEB23
9 changed files with 17 additions and 21 deletions

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

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

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

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

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@ -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 some reason the osgParticle constructor doesn't copy the particles
for (int i=0;i<copy.numParticles()-copy.numDeadParticles();++i) for (int i=0;i<copy.numParticles()-copy.numDeadParticles();++i)
createParticle(copy.getParticle(i)); ParticleSystem::createParticle(copy.getParticle(i));
} }
void ParticleSystem::setQuota(int quota) void ParticleSystem::setQuota(int quota)

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@ -261,18 +261,18 @@ namespace SceneUtil {
float _shadowFadeStart = 0.0; float _shadowFadeStart = 0.0;
class DebugHUD : public osg::Referenced class DebugHUD final : public osg::Referenced
{ {
public: public:
DebugHUD(int numberOfShadowMapsPerLight); 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: protected:
virtual void addAnotherShadowMap(); void addAnotherShadowMap();
static const int sDebugTextureUnit = 0; static const int sDebugTextureUnit = 0;

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@ -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); 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(); void enableOutdoorMode();
virtual void enableOutdoorMode();
protected: protected:
bool mEnableShadows; bool mEnableShadows;

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

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