Use C++ iterators for Lists in many situations

This commit is contained in:
Aaron Franke 2021-07-15 23:45:57 -04:00
parent b918c4c3ce
commit 4e6efd1b07
No known key found for this signature in database
GPG key ID: 40A1750B977E56BF
218 changed files with 2755 additions and 3004 deletions

View file

@ -519,14 +519,14 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
RS::get_singleton()->multimesh_set_mesh(mm, mesh_library->get_item_mesh(E->key())->get_rid());
int idx = 0;
for (List<Pair<Transform3D, IndexKey>>::Element *F = E->get().front(); F; F = F->next()) {
RS::get_singleton()->multimesh_instance_set_transform(mm, idx, F->get().first);
for (Pair<Transform3D, IndexKey> &F : E->get()) {
RS::get_singleton()->multimesh_instance_set_transform(mm, idx, F.first);
#ifdef TOOLS_ENABLED
Octant::MultimeshInstance::Item it;
it.index = idx;
it.transform = F->get().first;
it.key = F->get().second;
it.transform = F.first;
it.key = F.second;
mmi.items.push_back(it);
#endif

View file

@ -497,8 +497,8 @@ void GridMapEditor::_fill_selection() {
}
void GridMapEditor::_clear_clipboard_data() {
for (List<ClipboardItem>::Element *E = clipboard_items.front(); E; E = E->next()) {
RenderingServer::get_singleton()->free(E->get().instance);
for (ClipboardItem &E : clipboard_items) {
RenderingServer::get_singleton()->free(E.instance);
}
clipboard_items.clear();
@ -552,9 +552,7 @@ void GridMapEditor::_update_paste_indicator() {
RenderingServer::get_singleton()->instance_set_transform(paste_instance, node->get_global_transform() * xf);
for (List<ClipboardItem>::Element *E = clipboard_items.front(); E; E = E->next()) {
ClipboardItem &item = E->get();
for (ClipboardItem &item : clipboard_items) {
xf = Transform3D();
xf.origin = (paste_indicator.begin + (paste_indicator.current - paste_indicator.click) + center) * node->get_cell_size();
xf.basis = rot * xf.basis;
@ -578,9 +576,7 @@ void GridMapEditor::_do_paste() {
Vector3 ofs = paste_indicator.current - paste_indicator.click;
undo_redo->create_action(TTR("GridMap Paste Selection"));
for (List<ClipboardItem>::Element *E = clipboard_items.front(); E; E = E->next()) {
ClipboardItem &item = E->get();
for (ClipboardItem &item : clipboard_items) {
Vector3 position = rot.xform(item.grid_offset) + paste_indicator.begin + ofs;
Basis orm;
@ -663,8 +659,7 @@ bool GridMapEditor::forward_spatial_input_event(Camera3D *p_camera, const Ref<In
if ((mb->get_button_index() == MOUSE_BUTTON_RIGHT && input_action == INPUT_ERASE) || (mb->get_button_index() == MOUSE_BUTTON_LEFT && input_action == INPUT_PAINT)) {
if (set_items.size()) {
undo_redo->create_action(TTR("GridMap Paint"));
for (List<SetItem>::Element *E = set_items.front(); E; E = E->next()) {
const SetItem &si = E->get();
for (SetItem &si : set_items) {
undo_redo->add_do_method(node, "set_cell_item", si.position, si.new_value, si.new_orientation);
}
for (List<SetItem>::Element *E = set_items.back(); E; E = E->prev()) {
@ -869,8 +864,8 @@ void GridMapEditor::update_palette() {
int item = 0;
for (List<_CGMEItemSort>::Element *E = il.front(); E; E = E->next()) {
int id = E->get().id;
for (_CGMEItemSort &E : il) {
int id = E.id;
String name = mesh_library->get_item_name(id);
Ref<Texture2D> preview = mesh_library->get_item_preview(id);