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Use reference to constant in functions
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@@ -281,7 +281,7 @@ void TileMapEditor::_finish_undo() {
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undo_redo->commit_action();
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}
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void TileMapEditor::_set_cell(const Point2i &p_pos, Vector<int> p_values, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i p_autotile_coord) {
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void TileMapEditor::_set_cell(const Point2i &p_pos, Vector<int> p_values, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i &p_autotile_coord) {
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ERR_FAIL_COND(!node);
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@@ -693,7 +693,7 @@ PoolVector<Vector2> TileMapEditor::_bucket_fill(const Point2i &p_start, bool era
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return preview ? bucket_cache : points;
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}
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void TileMapEditor::_fill_points(const PoolVector<Vector2> p_points, const Dictionary &p_op) {
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void TileMapEditor::_fill_points(const PoolVector<Vector2> &p_points, const Dictionary &p_op) {
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int len = p_points.size();
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PoolVector<Vector2>::Read pr = p_points.read();
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@@ -711,7 +711,7 @@ void TileMapEditor::_fill_points(const PoolVector<Vector2> p_points, const Dicti
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node->update_dirty_bitmask();
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}
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void TileMapEditor::_erase_points(const PoolVector<Vector2> p_points) {
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void TileMapEditor::_erase_points(const PoolVector<Vector2> &p_points) {
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int len = p_points.size();
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PoolVector<Vector2>::Read pr = p_points.read();
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@@ -754,7 +754,7 @@ void TileMapEditor::_erase_selection() {
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}
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}
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void TileMapEditor::_draw_cell(Control *p_viewport, int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i p_autotile_coord, const Transform2D &p_xform) {
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void TileMapEditor::_draw_cell(Control *p_viewport, int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i &p_autotile_coord, const Transform2D &p_xform) {
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Ref<Texture> t = node->get_tileset()->tile_get_texture(p_cell);
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@@ -875,7 +875,7 @@ void TileMapEditor::_draw_cell(Control *p_viewport, int p_cell, const Point2i &p
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}
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}
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void TileMapEditor::_draw_fill_preview(Control *p_viewport, int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i p_autotile_coord, const Transform2D &p_xform) {
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void TileMapEditor::_draw_fill_preview(Control *p_viewport, int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i &p_autotile_coord, const Transform2D &p_xform) {
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PoolVector<Vector2> points = _bucket_fill(p_point, false, true);
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PoolVector<Vector2>::Read pr = points.read();
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