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

@ -27,48 +27,48 @@ namespace scene
virtual ~CMeshSceneNode();
//! frame
virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
void OnRegisterSceneNode() 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;
//! 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 type of the scene node
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_MESH; }
ESCENE_NODE_TYPE getType() const override { return ESNT_MESH; }
//! Sets a new mesh
virtual void setMesh(IMesh* mesh) _IRR_OVERRIDE_;
void setMesh(IMesh* mesh) override;
//! Returns the current mesh
virtual IMesh* getMesh(void) _IRR_OVERRIDE_ { return Mesh; }
IMesh* getMesh(void) override { return Mesh; }
//! 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;
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) _IRR_OVERRIDE_;
ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) 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;
protected: