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

@ -35,17 +35,17 @@ public:
virtual ~COpenGLShaderMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_;
bool resetAllRenderstates, IMaterialRendererServices* services) override;
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) _IRR_OVERRIDE_;
bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) override;
virtual void OnUnsetMaterial() _IRR_OVERRIDE_;
void OnUnsetMaterial() override;
//! Returns if the material is transparent.
virtual bool isTransparent() const _IRR_OVERRIDE_;
bool isTransparent() const override;
//! Access the callback provided by the users when creating shader materials
virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const _IRR_OVERRIDE_
IShaderConstantSetCallBack* getShaderConstantSetCallBack() const override
{
return CallBack;
}