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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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@ -20,19 +20,19 @@ namespace scene
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CEmptySceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id);
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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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//! This method is called just before the rendering process of the whole scene.
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virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
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void OnRegisterSceneNode() override;
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//! does nothing.
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virtual void render() _IRR_OVERRIDE_;
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void render() override;
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_EMPTY; }
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ESCENE_NODE_TYPE getType() const override { return ESNT_EMPTY; }
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//! Creates a clone of this scene node and its children.
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virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) _IRR_OVERRIDE_;
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ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) override;
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private:
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