Pass some arguments by references

ini_importer_tests
Andrei Kortunov 11 months ago
parent 2114f84939
commit 66d1e036d2

@ -10,10 +10,10 @@
namespace MWPhysics namespace MWPhysics
{ {
ClosestNotMeRayResultCallback::ClosestNotMeRayResultCallback(const btCollisionObject* me, ClosestNotMeRayResultCallback::ClosestNotMeRayResultCallback(const btCollisionObject* me,
std::vector<const btCollisionObject*> targets, const btVector3& from, const btVector3& to) const std::vector<const btCollisionObject*>& targets, const btVector3& from, const btVector3& to)
: btCollisionWorld::ClosestRayResultCallback(from, to) : btCollisionWorld::ClosestRayResultCallback(from, to)
, mMe(me) , mMe(me)
, mTargets(std::move(targets)) , mTargets(targets)
{ {
} }

@ -14,7 +14,7 @@ namespace MWPhysics
class ClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback class ClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
{ {
public: public:
ClosestNotMeRayResultCallback(const btCollisionObject* me, std::vector<const btCollisionObject*> targets, ClosestNotMeRayResultCallback(const btCollisionObject* me, const std::vector<const btCollisionObject*>& targets,
const btVector3& from, const btVector3& to); const btVector3& from, const btVector3& to);
btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) override; btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) override;

@ -84,8 +84,8 @@ void MWState::Character::addSlot(const ESM::SavedGame& profile)
mSlots.push_back(slot); mSlots.push_back(slot);
} }
MWState::Character::Character(std::filesystem::path saves, const std::string& game) MWState::Character::Character(const std::filesystem::path& saves, const std::string& game)
: mPath(std::move(saves)) : mPath(saves)
{ {
if (!std::filesystem::is_directory(mPath)) if (!std::filesystem::is_directory(mPath))
{ {

@ -32,7 +32,7 @@ namespace MWState
void addSlot(const ESM::SavedGame& profile); void addSlot(const ESM::SavedGame& profile);
public: public:
Character(std::filesystem::path saves, const std::string& game); Character(const std::filesystem::path& saves, const std::string& game);
void cleanup(); void cleanup();
///< Delete the directory we used, if it is empty ///< Delete the directory we used, if it is empty

@ -188,7 +188,7 @@ namespace MWWorld
}; };
void ProjectileManager::createModel(State& state, const std::string& model, const osg::Vec3f& pos, void ProjectileManager::createModel(State& state, const std::string& model, const osg::Vec3f& pos,
const osg::Quat& orient, bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture) const osg::Quat& orient, bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, const std::string& texture)
{ {
state.mNode = new osg::PositionAttitudeTransform; state.mNode = new osg::PositionAttitudeTransform;
state.mNode->setNodeMask(MWRender::Mask_Effect); state.mNode->setNodeMask(MWRender::Mask_Effect);

@ -136,7 +136,7 @@ namespace MWWorld
void moveMagicBolts(float dt); void moveMagicBolts(float dt);
void createModel(State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient, void createModel(State& state, const std::string& model, const osg::Vec3f& pos, const osg::Quat& orient,
bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture = ""); bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, const std::string& texture = "");
void update(State& state, float duration); void update(State& state, float duration);
void operator=(const ProjectileManager&); void operator=(const ProjectileManager&);

@ -116,7 +116,7 @@ namespace Gui
} }
} }
void SharedStateButton::createButtonGroup(ButtonGroup group) void SharedStateButton::createButtonGroup(ButtonGroup& group)
{ {
for (ButtonGroup::iterator it = group.begin(); it != group.end(); ++it) for (ButtonGroup::iterator it = group.begin(); it != group.end(); ++it)
{ {

@ -38,7 +38,7 @@ namespace Gui
void shareStateWith(const ButtonGroup& shared); void shareStateWith(const ButtonGroup& shared);
/// @note The ButtonGroup connection will be destroyed when any widget in the group gets destroyed. /// @note The ButtonGroup connection will be destroyed when any widget in the group gets destroyed.
static void createButtonGroup(ButtonGroup group); static void createButtonGroup(ButtonGroup& group);
//! Set button selected state //! Set button selected state
void setStateSelected(bool _value); void setStateSelected(bool _value);

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