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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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@ -23,33 +23,33 @@ namespace scene
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s32 id=-1, u32 boneIndex=0, const c8* boneName=0);
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//! Returns the index of the bone
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virtual u32 getBoneIndex() const _IRR_OVERRIDE_;
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u32 getBoneIndex() const override;
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//! Sets the animation mode of the bone. Returns true if successful.
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virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) _IRR_OVERRIDE_;
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bool setAnimationMode(E_BONE_ANIMATION_MODE mode) override;
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//! Gets the current animation mode of the bone
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virtual E_BONE_ANIMATION_MODE getAnimationMode() const _IRR_OVERRIDE_;
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E_BONE_ANIMATION_MODE getAnimationMode() const override;
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
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const core::aabbox3d<f32>& getBoundingBox() const override;
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/*
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//! Returns the relative transformation of the scene node.
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//virtual core::matrix4 getRelativeTransformation() const _IRR_OVERRIDE_;
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//core::matrix4 getRelativeTransformation() const override;
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*/
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virtual void OnAnimate(u32 timeMs) _IRR_OVERRIDE_;
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void OnAnimate(u32 timeMs) override;
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virtual void updateAbsolutePositionOfAllChildren() _IRR_OVERRIDE_;
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void updateAbsolutePositionOfAllChildren() override;
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//! How the relative transformation of the bone is used
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virtual void setSkinningSpace(E_BONE_SKINNING_SPACE space) _IRR_OVERRIDE_
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void setSkinningSpace(E_BONE_SKINNING_SPACE space) override
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{
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SkinningSpace=space;
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}
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virtual E_BONE_SKINNING_SPACE getSkinningSpace() const _IRR_OVERRIDE_
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E_BONE_SKINNING_SPACE getSkinningSpace() const override
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{
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return SkinningSpace;
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}
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