Fix some clang-tidy warnings
This commit is contained in:
parent
3827bede6d
commit
4b9754fa03
2 changed files with 33 additions and 30 deletions
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@ -54,10 +54,10 @@ namespace prism {
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/// Command line arguments, can be empty.
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/// Command line arguments, can be empty.
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std::vector<std::string_view> command_line_arguments;
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std::vector<std::string_view> command_line_arguments;
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/** Sets the app object.
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/** Sets the p_app object.
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@param app The app object to set. Must not be null.
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@param p_app The p_app object to set. Must not be null.
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*/
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*/
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void set_app(app* app);
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void set_app(app* p_app);
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/** Gets the current app object
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/** Gets the current app object
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@return The current app object. Can be null.
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@return The current app object. Can be null.
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@ -102,9 +102,9 @@ namespace prism {
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[[nodiscard]] bool is_quitting() const;
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[[nodiscard]] bool is_quitting() const;
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/** Set the GFX api to use.
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/** Set the GFX api to use.
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@param gfx The GFX object to use. Must not be null.
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@param p_gfx The GFX object to use. Must not be null.
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*/
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*/
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void set_gfx(GFX* gfx);
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void set_gfx(GFX* p_gfx);
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/** Get the current GFX api.
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/** Get the current GFX api.
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@return The current GFX api. Can be null.
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@return The current GFX api. Can be null.
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@ -134,7 +134,7 @@ namespace prism {
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@param path The scene file path.
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@param path The scene file path.
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@return Returns a instance of the scene is successful, and nullptr on failure.
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@return Returns a instance of the scene is successful, and nullptr on failure.
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*/
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*/
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Scene* load_scene(file::Path path);
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Scene* load_scene(const file::Path& path);
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/** Save the current scene to disk.
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/** Save the current scene to disk.
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@param path The absolute file path.
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@param path The absolute file path.
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@ -145,7 +145,7 @@ namespace prism {
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@param path The screen file path.
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@param path The screen file path.
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@return Returns a instance of the screen if successful, and nullptr on failure.
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@return Returns a instance of the screen if successful, and nullptr on failure.
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*/
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*/
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ui::Screen* load_screen(file::Path path);
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ui::Screen* load_screen(const file::Path& path);
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/** Set the current screen.
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/** Set the current screen.
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@param screen The screen object to set as current. Can be null.
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@param screen The screen object to set as current. Can be null.
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@ -162,7 +162,7 @@ namespace prism {
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@param path The prefab file path.
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@param path The prefab file path.
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@param override_name If not empty, the root object's new name. Defaulted to a empty string.
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@param override_name If not empty, the root object's new name. Defaulted to a empty string.
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*/
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*/
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Object add_prefab(Scene& scene, file::Path path, std::string_view override_name = "");
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Object add_prefab(Scene& scene, const file::Path& path, std::string_view override_name = "");
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/** Save a tree of objects as a prefab to disk.
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/** Save a tree of objects as a prefab to disk.
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@param root The parent object to save as a prefab.
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@param root The parent object to save as a prefab.
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@ -180,12 +180,12 @@ namespace prism {
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@param path The animation file path.
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@param path The animation file path.
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@return An animation.
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@return An animation.
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*/
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*/
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Animation load_animation(file::Path path);
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Animation load_animation(const file::Path& path);
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/** Load a cutscene from disk. This changes the current cutscene.
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/** Load a cutscene from disk. This changes the current cutscene.
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@param path The cutscene file path.
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@param path The cutscene file path.
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*/
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*/
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void load_cutscene(file::Path path);
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void load_cutscene(const file::Path& path);
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/** Saves the current cutscene to disk.
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/** Saves the current cutscene to disk.
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@param path The absolute file path.
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@param path The absolute file path.
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@ -254,7 +254,7 @@ namespace prism {
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@return A localized string if the key is found, or an empty string if not found.
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@return A localized string if the key is found, or an empty string if not found.
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@note Having no localization loaded will always return a empty string.
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@note Having no localization loaded will always return a empty string.
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*/
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*/
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std::string localize(std::string id);
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std::string localize(const std::string& id);
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/** Adds a timer to the list of timers.
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/** Adds a timer to the list of timers.
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@param timer The timer to add.
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@param timer The timer to add.
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@ -362,7 +362,7 @@ namespace prism {
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void calculate_bone(Mesh& mesh, const Mesh::Part& part, Bone& bone, const Bone* parent_bone = nullptr);
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void calculate_bone(Mesh& mesh, const Mesh::Part& part, Bone& bone, const Bone* parent_bone = nullptr);
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void calculate_object(Scene& scene, Object object, Object parent_object = NullObject);
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void calculate_object(Scene& scene, Object object, Object parent_object = NullObject);
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Shot* get_shot(float time);
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Shot* get_shot(float time) const;
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void update_animation(const Animation& anim, float time);
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void update_animation(const Animation& anim, float time);
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void update_cutscene(float time);
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void update_cutscene(float time);
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@ -1,6 +1,7 @@
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#include "engine.hpp"
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#include "engine.hpp"
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#include <nlohmann/json.hpp>
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#include <nlohmann/json.hpp>
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#include <utility>
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#include <imgui.h>
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#include <imgui.h>
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#include "scene.hpp"
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#include "scene.hpp"
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@ -28,7 +29,7 @@ using prism::engine;
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engine::engine(const int argc, char* argv[]) {
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engine::engine(const int argc, char* argv[]) {
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console::info(System::Core, "Prism Engine loading...");
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console::info(System::Core, "Prism Engine loading...");
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console::register_command("test_cmd", console::ArgumentFormat(0), [](const console::Arguments) {
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console::register_command("test_cmd", console::ArgumentFormat(0), [](const console::Arguments&) {
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console::info(System::Core, "Test cmd!");
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console::info(System::Core, "Test cmd!");
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});
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});
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@ -39,7 +40,7 @@ engine::engine(const int argc, char* argv[]) {
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});
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});
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for(int i = 0; i < argc; i++)
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for(int i = 0; i < argc; i++)
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command_line_arguments.push_back(argv[i]);
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command_line_arguments.emplace_back(argv[i]);
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input = std::make_unique<Input>();
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input = std::make_unique<Input>();
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physics = std::make_unique<Physics>();
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physics = std::make_unique<Physics>();
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@ -47,12 +48,12 @@ engine::engine(const int argc, char* argv[]) {
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assetm = std::make_unique<AssetManager>();
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assetm = std::make_unique<AssetManager>();
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}
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}
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engine::~engine() {}
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engine::~engine() = default;
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void engine::set_app(prism::app* app) {
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void engine::set_app(prism::app* p_app) {
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Expects(app != nullptr);
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Expects(p_app != nullptr);
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this->app = app;
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this->app = p_app;
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}
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}
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prism::app* engine::get_app() const {
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prism::app* engine::get_app() const {
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@ -97,8 +98,10 @@ void engine::prepare_quit() {
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app->prepare_quit();
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app->prepare_quit();
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}
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}
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void engine::set_gfx(GFX* gfx) {
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void engine::set_gfx(GFX* p_gfx) {
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this->gfx = gfx;
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Expects(p_gfx != nullptr);
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this->gfx = p_gfx;
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}
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}
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GFX* engine::get_gfx() {
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GFX* engine::get_gfx() {
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@ -126,7 +129,7 @@ void engine::create_empty_scene() {
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current_scene = scenes.back().get();
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current_scene = scenes.back().get();
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}
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}
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Scene* engine::load_scene(const file::Path path) {
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Scene* engine::load_scene(const file::Path& path) {
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Expects(!path.empty());
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Expects(!path.empty());
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auto file = file::open(path);
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auto file = file::open(path);
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@ -153,7 +156,7 @@ Scene* engine::load_scene(const file::Path path) {
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transform.rotation = obj["rotation"];
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transform.rotation = obj["rotation"];
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transform.scale = obj["scale"];
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transform.scale = obj["scale"];
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} else {
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} else {
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auto o = load_object(*scene.get(), obj);
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auto o = load_object(*scene, obj);
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if(obj.contains("parent"))
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if(obj.contains("parent"))
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parentQueue[o] = obj["parent"];
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parentQueue[o] = obj["parent"];
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@ -186,7 +189,7 @@ void engine::save_scene(const std::string_view path) {
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out << j;
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out << j;
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}
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}
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ui::Screen* engine::load_screen(const file::Path path) {
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ui::Screen* engine::load_screen(const file::Path& path) {
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Expects(!path.empty());
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Expects(!path.empty());
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return new ui::Screen(path);
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return new ui::Screen(path);
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@ -219,7 +222,7 @@ AnimationChannel engine::load_animation(nlohmann::json a) {
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return animation;
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return animation;
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}
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}
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Animation engine::load_animation(const file::Path path) {
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Animation engine::load_animation(const file::Path& path) {
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Expects(!path.empty());
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Expects(!path.empty());
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auto file = file::open(path, true);
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auto file = file::open(path, true);
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@ -277,7 +280,7 @@ Animation engine::load_animation(const file::Path path) {
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return anim;
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return anim;
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}
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}
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void engine::load_cutscene(const file::Path path) {
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void engine::load_cutscene(const file::Path& path) {
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Expects(!path.empty());
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Expects(!path.empty());
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cutscene = std::make_unique<Cutscene>();
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cutscene = std::make_unique<Cutscene>();
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@ -354,7 +357,7 @@ void engine::save_cutscene(const std::string_view path) {
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out << j;
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out << j;
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}
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}
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Object engine::add_prefab(Scene& scene, const file::Path path, const std::string_view override_name) {
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Object engine::add_prefab(Scene& scene, const file::Path& path, const std::string_view override_name) {
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Expects(!path.empty());
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Expects(!path.empty());
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auto file = file::open(path);
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auto file = file::open(path);
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@ -416,7 +419,7 @@ void engine::add_window(void* native_handle, const int identifier, const prism::
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gfx->initialize_view(native_handle, identifier, drawable_extent.width, drawable_extent.height);
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gfx->initialize_view(native_handle, identifier, drawable_extent.width, drawable_extent.height);
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Window* window = new Window();
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auto* window = new Window();
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windows.push_back(window);
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windows.push_back(window);
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window->identifier = identifier;
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window->identifier = identifier;
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@ -489,7 +492,7 @@ bool engine::has_localization(const std::string_view id) const {
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return strings.count(id.data());
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return strings.count(id.data());
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}
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}
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std::string engine::localize(const std::string id) {
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std::string engine::localize(const std::string& id) {
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Expects(!id.empty());
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Expects(!id.empty());
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return strings[id];
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return strings[id];
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@ -561,7 +564,7 @@ void engine::calculate_object(Scene& scene, Object object, const Object parent_o
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calculate_object(scene, child, object);
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calculate_object(scene, child, object);
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}
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}
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Shot* engine::get_shot(const float time) {
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Shot* engine::get_shot(const float time) const {
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for(auto& shot : cutscene->shots) {
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for(auto& shot : cutscene->shots) {
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if(time >= shot.begin && time <= (shot.begin + shot.length))
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if(time >= shot.begin && time <= (shot.begin + shot.length))
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return &shot;
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return &shot;
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@ -816,7 +819,7 @@ void engine::play_animation(Animation animation, Object object, bool looping) {
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return;
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return;
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AnimationTarget target;
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AnimationTarget target;
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target.animation = animation;
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target.animation = std::move(animation);
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target.target = object;
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target.target = object;
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target.looping = looping;
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target.looping = looping;
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