Replace NULL with nullptr
This commit is contained in:
parent
5f11e15571
commit
95a1400a2a
755 changed files with 5742 additions and 5742 deletions
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@ -125,7 +125,7 @@ void EditorDebuggerInspector::_object_selected(ObjectID p_object) {
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}
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ObjectID EditorDebuggerInspector::add_object(const Array &p_arr) {
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EditorDebuggerRemoteObject *debugObj = NULL;
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EditorDebuggerRemoteObject *debugObj = nullptr;
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SceneDebuggerObject obj;
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obj.deserialize(p_arr);
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@ -211,7 +211,7 @@ void EditorDebuggerInspector::clear_cache() {
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for (Map<ObjectID, EditorDebuggerRemoteObject *>::Element *E = remote_objects.front(); E; E = E->next()) {
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EditorNode *editor = EditorNode::get_singleton();
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if (editor->get_editor_history()->get_current() == E->value()->get_instance_id()) {
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editor->push_item(NULL);
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editor->push_item(nullptr);
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}
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memdelete(E->value());
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}
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@ -221,7 +221,7 @@ void EditorDebuggerInspector::clear_cache() {
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Object *EditorDebuggerInspector::get_object(ObjectID p_id) {
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if (remote_objects.has(p_id))
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return remote_objects[p_id];
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return NULL;
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return nullptr;
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}
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void EditorDebuggerInspector::add_stack_variable(const Array &p_array) {
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@ -47,7 +47,7 @@ void _for_all(TabContainer *p_node, const Func &p_func) {
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}
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}
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EditorDebuggerNode *EditorDebuggerNode::singleton = NULL;
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EditorDebuggerNode *EditorDebuggerNode::singleton = nullptr;
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EditorDebuggerNode::EditorDebuggerNode() {
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if (!singleton)
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@ -291,13 +291,13 @@ void EditorDebuggerNode::_notification(int p_what) {
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// Take connections.
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if (server->is_connection_available()) {
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ScriptEditorDebugger *debugger = NULL;
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ScriptEditorDebugger *debugger = nullptr;
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_for_all(tabs, [&](ScriptEditorDebugger *dbg) {
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if (debugger || dbg->is_session_active())
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return;
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debugger = dbg;
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});
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if (debugger == NULL) {
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if (debugger == nullptr) {
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if (tabs->get_tab_count() <= 4) { // Max 4 debugging sessions active.
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debugger = _add_debugger();
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} else {
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@ -356,7 +356,7 @@ void EditorDebuggerNode::_debugger_changed(int p_tab) {
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if (get_inspected_remote_object()) {
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// Clear inspected object, you can only inspect objects in selected debugger.
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// Hopefully, in the future, we will have one inspector per debugger.
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EditorNode::get_singleton()->push_item(NULL);
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EditorNode::get_singleton()->push_item(nullptr);
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}
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if (remote_scene_tree->is_visible_in_tree()) {
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get_current_debugger()->request_remote_tree();
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@ -85,9 +85,9 @@ private:
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};
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Ref<EditorDebuggerServer> server;
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TabContainer *tabs = NULL;
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Button *debugger_button = NULL;
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MenuButton *script_menu = NULL;
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TabContainer *tabs = nullptr;
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Button *debugger_button = nullptr;
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MenuButton *script_menu = nullptr;
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Ref<Script> stack_script; // Why?!?
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@ -95,7 +95,7 @@ private:
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int last_warning_count = 0;
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float inspect_edited_object_timeout = 0;
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EditorDebuggerTree *remote_scene_tree = NULL;
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EditorDebuggerTree *remote_scene_tree = nullptr;
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float remote_scene_tree_timeout = 0.0;
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bool auto_switch_remote_scene_tree = false;
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bool debug_with_external_editor = false;
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@ -135,7 +135,7 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
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// Nodes are in a flatten list, depth first. Use a stack of parents, avoid recursion.
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List<Pair<TreeItem *, int>> parents;
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for (int i = 0; i < p_tree->nodes.size(); i++) {
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TreeItem *parent = NULL;
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TreeItem *parent = nullptr;
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if (parents.size()) { // Find last parent.
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Pair<TreeItem *, int> &p = parents[0];
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parent = p.first;
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@ -191,7 +191,7 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
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// Check if parent expects more children.
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for (int j = 0; j < parents.size(); j++) {
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if (parents[j].first == item) {
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parent = NULL;
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parent = nullptr;
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break; // Might have more children.
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}
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}
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@ -211,7 +211,7 @@ String EditorDebuggerTree::get_selected_path() {
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String EditorDebuggerTree::_get_path(TreeItem *p_item) {
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ERR_FAIL_COND_V(!p_item, "");
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if (p_item->get_parent() == NULL) {
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if (p_item->get_parent() == nullptr) {
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return "/root";
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}
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String text = p_item->get_text(0);
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@ -50,8 +50,8 @@ private:
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int debugger_id = 0;
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bool updating_scene_tree = false;
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Set<ObjectID> unfold_cache;
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PopupMenu *item_menu = NULL;
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EditorFileDialog *file_dialog = NULL;
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PopupMenu *item_menu = nullptr;
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EditorFileDialog *file_dialog = nullptr;
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String _get_path(TreeItem *p_item);
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void _scene_tree_folded(Object *p_obj);
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@ -138,7 +138,7 @@ void ScriptEditorDebugger::update_tabs() {
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}
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void ScriptEditorDebugger::clear_style() {
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tabs->add_theme_style_override("panel", NULL);
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tabs->add_theme_style_override("panel", nullptr);
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}
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void ScriptEditorDebugger::save_node(ObjectID p_id, const String &p_file) {
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@ -923,7 +923,7 @@ void ScriptEditorDebugger::stop() {
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res_path_cache.clear();
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profiler_signature.clear();
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inspector->edit(NULL);
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inspector->edit(nullptr);
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_update_buttons_state();
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}
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@ -973,7 +973,7 @@ void ScriptEditorDebugger::_stack_dump_frame_selected() {
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msg.push_back(frame);
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_put_msg("get_stack_frame_vars", msg);
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} else {
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inspector->edit(NULL);
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inspector->edit(nullptr);
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}
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}
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@ -107,7 +107,7 @@ private:
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Button *docontinue;
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// Reference to "Remote" tab in scene tree. Needed by _live_edit_set and buttons state.
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// Each debugger should have it's tree in the future I guess.
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const Tree *editor_remote_tree = NULL;
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const Tree *editor_remote_tree = nullptr;
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List<Vector<float>> perf_history;
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Vector<float> perf_max;
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@ -255,7 +255,7 @@ public:
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bool is_skip_breakpoints();
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virtual Size2 get_minimum_size() const;
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ScriptEditorDebugger(EditorNode *p_editor = NULL);
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ScriptEditorDebugger(EditorNode *p_editor = nullptr);
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~ScriptEditorDebugger();
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};
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