Add [[nodiscard]] to some more methods
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4d9a333781
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4 changed files with 9 additions and 9 deletions
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@ -62,7 +62,7 @@ struct Transform {
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Matrix4x4 model;
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prism::float3 get_world_position() const {
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[[nodiscard]] prism::float3 get_world_position() const {
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return {
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model[3][0],
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model[3][1],
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@ -337,7 +337,7 @@ 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_object(Scene& scene, Object object, Object parent_object = NullObject);
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Shot* get_shot(float time) const;
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[[nodiscard]] Shot* get_shot(float time) const;
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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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@ -45,7 +45,7 @@ public:
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}
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/// Find an object by name.
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prism::Object find_object(const std::string_view name) const {
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[[nodiscard]] prism::Object find_object(const std::string_view name) const {
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for(auto& obj : _objects) {
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if(get<Data>(obj).name == name)
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return obj;
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@ -55,12 +55,12 @@ public:
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}
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/// Check whether or not an object exists.
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bool object_exists(const std::string_view name) const {
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[[nodiscard]] bool object_exists(const std::string_view name) const {
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return find_object(name) != prism::NullObject;
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}
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/// Check if the object originated from a prefab. This works even on children of a root prefab object.
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bool is_object_prefab(const prism::Object obj) const {
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[[nodiscard]] bool is_object_prefab(const prism::Object obj) const {
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bool is_prefab = false;
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check_prefab_parent(obj, is_prefab);
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@ -79,7 +79,7 @@ public:
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}
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/// Returns all of the children of an object, with optional recursion.
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std::vector<prism::Object> children_of(const prism::Object obj, const bool recursive = false) const {
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[[nodiscard]] std::vector<prism::Object> children_of(const prism::Object obj, const bool recursive = false) const {
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std::vector<prism::Object> vec;
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if(recursive) {
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@ -114,7 +114,7 @@ public:
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/// Checks whether or not an object has a certain component.
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template<class Component>
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bool has(const prism::Object object) const {
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[[nodiscard]] bool has(const prism::Object object) const {
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return Pool<Component>::count(object);
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}
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@ -141,7 +141,7 @@ public:
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}
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/// Returns all objects.
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std::vector<prism::Object> get_objects() const {
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[[nodiscard]] std::vector<prism::Object> get_objects() const {
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return _objects;
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}
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@ -19,7 +19,7 @@ public:
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virtual void initialize() {}
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virtual void create_render_target_resources([[maybe_used]] RenderTarget& target) {}
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virtual void create_render_target_resources([[maybe_unused]] RenderTarget& target) {}
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virtual void render_scene([[maybe_unused]] Scene& scene,
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[[maybe_unused]] GFXCommandBuffer* commandBuffer) {}
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