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.
This commit is contained in:
JosiahWI
2022-10-09 13:57:28 -05:00
committed by sfan5
parent f3a1f9f656
commit 59fc4401f1
87 changed files with 1471 additions and 1474 deletions

View File

@ -31,114 +31,114 @@ namespace scene
virtual ~CAnimatedMeshSceneNode();
//! sets the current frame. from now on the animation is played from this frame.
virtual void setCurrentFrame(f32 frame) _IRR_OVERRIDE_;
void setCurrentFrame(f32 frame) override;
//! frame
virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
void OnRegisterSceneNode() override;
//! OnAnimate() is called just before rendering the whole scene.
virtual void OnAnimate(u32 timeMs) _IRR_OVERRIDE_;
void OnAnimate(u32 timeMs) override;
//! renders the node.
virtual void render() _IRR_OVERRIDE_;
void render() override;
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
const core::aabbox3d<f32>& getBoundingBox() const override;
//! sets the frames between the animation is looped.
//! the default is 0 - MaximalFrameCount of the mesh.
//! NOTE: setMesh will also change this value and set it to the full range of animations of the mesh
virtual bool setFrameLoop(s32 begin, s32 end) _IRR_OVERRIDE_;
bool setFrameLoop(s32 begin, s32 end) override;
//! Sets looping mode which is on by default. If set to false,
//! animations will not be looped.
virtual void setLoopMode(bool playAnimationLooped) _IRR_OVERRIDE_;
void setLoopMode(bool playAnimationLooped) override;
//! returns the current loop mode
virtual bool getLoopMode() const _IRR_OVERRIDE_;
bool getLoopMode() const override;
//! Sets a callback interface which will be called if an animation
//! playback has ended. Set this to 0 to disable the callback again.
virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) _IRR_OVERRIDE_;
void setAnimationEndCallback(IAnimationEndCallBack* callback=0) override;
//! sets the speed with which the animation is played
//! NOTE: setMesh will also change this value and set it to the default speed of the mesh
virtual void setAnimationSpeed(f32 framesPerSecond) _IRR_OVERRIDE_;
void setAnimationSpeed(f32 framesPerSecond) override;
//! gets the speed with which the animation is played
virtual f32 getAnimationSpeed() const _IRR_OVERRIDE_;
f32 getAnimationSpeed() const override;
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hierarchy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
virtual video::SMaterial& getMaterial(u32 i) _IRR_OVERRIDE_;
video::SMaterial& getMaterial(u32 i) override;
//! returns amount of materials used by this scene node.
virtual u32 getMaterialCount() const _IRR_OVERRIDE_;
u32 getMaterialCount() const override;
//! Returns a pointer to a child node, which has the same transformation as
//! the corresponding joint, if the mesh in this scene node is a skinned mesh.
virtual IBoneSceneNode* getJointNode(const c8* jointName) _IRR_OVERRIDE_;
IBoneSceneNode* getJointNode(const c8* jointName) override;
//! same as getJointNode(const c8* jointName), but based on id
virtual IBoneSceneNode* getJointNode(u32 jointID) _IRR_OVERRIDE_;
IBoneSceneNode* getJointNode(u32 jointID) override;
//! Gets joint count.
virtual u32 getJointCount() const _IRR_OVERRIDE_;
u32 getJointCount() const override;
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached child.
virtual bool removeChild(ISceneNode* child) _IRR_OVERRIDE_;
bool removeChild(ISceneNode* child) override;
//! Returns the current displayed frame number.
virtual f32 getFrameNr() const _IRR_OVERRIDE_;
f32 getFrameNr() const override;
//! Returns the current start frame number.
virtual s32 getStartFrame() const _IRR_OVERRIDE_;
s32 getStartFrame() const override;
//! Returns the current end frame number.
virtual s32 getEndFrame() const _IRR_OVERRIDE_;
s32 getEndFrame() const override;
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
referencing this mesh to change too. */
virtual void setReadOnlyMaterials(bool readonly) _IRR_OVERRIDE_;
void setReadOnlyMaterials(bool readonly) override;
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
virtual bool isReadOnlyMaterials() const _IRR_OVERRIDE_;
bool isReadOnlyMaterials() const override;
//! Sets a new mesh
virtual void setMesh(IAnimatedMesh* mesh) _IRR_OVERRIDE_;
void setMesh(IAnimatedMesh* mesh) override;
//! Returns the current mesh
virtual IAnimatedMesh* getMesh(void) _IRR_OVERRIDE_ { return Mesh; }
IAnimatedMesh* getMesh(void) override { return Mesh; }
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_ANIMATED_MESH; }
ESCENE_NODE_TYPE getType() const override { return ESNT_ANIMATED_MESH; }
//! updates the absolute position based on the relative and the parents position
virtual void updateAbsolutePosition() _IRR_OVERRIDE_;
void updateAbsolutePosition() override;
//! Set the joint update mode (0-unused, 1-get joints only, 2-set joints only, 3-move and set)
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) _IRR_OVERRIDE_;
void setJointMode(E_JOINT_UPDATE_ON_RENDER mode) override;
//! Sets the transition time in seconds (note: This needs to enable joints, and setJointmode maybe set to 2)
//! you must call animateJoints(), or the mesh will not animate
virtual void setTransitionTime(f32 Time) _IRR_OVERRIDE_;
void setTransitionTime(f32 Time) override;
//! updates the joint positions of this mesh
virtual void animateJoints(bool CalculateAbsolutePositions=true) _IRR_OVERRIDE_;
void animateJoints(bool CalculateAbsolutePositions=true) override;
//! render mesh ignoring its transformation. Used with ragdolls. (culling is unaffected)
virtual void setRenderFromIdentity( bool On ) _IRR_OVERRIDE_;
void setRenderFromIdentity( bool On ) override;
//! Creates a clone of this scene node and its children.
/** \param newParent An optional new parent.
\param newManager An optional new scene manager.
\return The newly created clone of this node. */
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) _IRR_OVERRIDE_;
ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) override;
private: