Use C++ iterators for Lists in many situations
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218 changed files with 2755 additions and 3004 deletions
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@ -350,8 +350,8 @@ void AnimationPlayerEditor::_animation_load() {
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List<String> extensions;
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ResourceLoader::get_recognized_extensions_for_type("Animation", &extensions);
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for (List<String>::Element *E = extensions.front(); E; E = E->next()) {
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file->add_filter("*." + E->get() + " ; " + E->get().to_upper());
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for (String &E : extensions) {
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file->add_filter("*." + E + " ; " + E.to_upper());
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}
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file->popup_file_dialog();
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@ -584,8 +584,7 @@ void AnimationPlayerEditor::_animation_blend() {
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blend_editor.next->clear();
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blend_editor.next->add_item("", i);
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for (List<StringName>::Element *E = anims.front(); E; E = E->next()) {
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String to = E->get();
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for (StringName &to : anims) {
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TreeItem *blend = blend_editor.tree->create_item(root);
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blend->set_editable(0, false);
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blend->set_editable(1, true);
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@ -830,20 +829,20 @@ void AnimationPlayerEditor::_update_player() {
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}
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int active_idx = -1;
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for (List<StringName>::Element *E = animlist.front(); E; E = E->next()) {
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for (StringName &E : animlist) {
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Ref<Texture2D> icon;
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if (E->get() == player->get_autoplay()) {
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if (E->get() == "RESET") {
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if (E == player->get_autoplay()) {
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if (E == "RESET") {
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icon = autoplay_reset_icon;
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} else {
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icon = autoplay_icon;
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}
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} else if (E->get() == "RESET") {
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} else if (E == "RESET") {
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icon = reset_icon;
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}
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animation->add_icon_item(icon, E->get());
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animation->add_icon_item(icon, E);
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if (player->get_assigned_animation() == E->get()) {
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if (player->get_assigned_animation() == E) {
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active_idx = animation->get_item_count() - 1;
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}
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}
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@ -966,9 +965,9 @@ void AnimationPlayerEditor::_animation_duplicate() {
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Ref<Animation> new_anim = memnew(Animation);
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List<PropertyInfo> plist;
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anim->get_property_list(&plist);
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for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
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if (E->get().usage & PROPERTY_USAGE_STORAGE) {
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new_anim->set(E->get().name, anim->get(E->get().name));
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for (PropertyInfo &E : plist) {
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if (E.usage & PROPERTY_USAGE_STORAGE) {
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new_anim->set(E.name, anim->get(E.name));
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}
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}
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new_anim->set_path("");
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