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Replace _IRR_OVERRIDE_ macro with override keyword
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
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@ -72,7 +72,7 @@ namespace scene
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ISceneManager::addCameraSceneNodeFPS, may want to get
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this input for changing their position, look at target or
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whatever. */
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virtual bool OnEvent(const SEvent& event) _IRR_OVERRIDE_ =0;
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bool OnEvent(const SEvent& event) override =0;
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//! Sets the look at target of the camera
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/** If the camera's target and rotation are bound ( @see
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@ -90,7 +90,7 @@ namespace scene
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bindTargetAndRotation() ) then calling this will also change
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the camera's target to match the rotation.
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\param rotation New rotation of the node in degrees. */
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virtual void setRotation(const core::vector3df& rotation) _IRR_OVERRIDE_ =0;
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void setRotation(const core::vector3df& rotation) override =0;
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//! Gets the current look at target of the camera
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/** \return The current look at target of the camera, in world co-ordinates */
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