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Remove RES and REF typedefs in favor of spelled out Ref<>

These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
This commit is contained in:
Hugo Locurcio
2022-05-03 01:43:50 +02:00
parent 8762286110
commit 180e5d3028
147 changed files with 607 additions and 611 deletions

View File

@@ -172,7 +172,7 @@ Shader::~Shader() {
////////////
RES ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
Ref<Resource> ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
}
@@ -210,7 +210,7 @@ String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const
return "";
}
Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
Error ResourceFormatSaverShader::save(const String &p_path, const Ref<Resource> &p_resource, uint32_t p_flags) {
Ref<Shader> shader = p_resource;
ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
@@ -229,7 +229,7 @@ Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resourc
return OK;
}
void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
if (shader->is_text_shader()) {
p_extensions->push_back("gdshader");
@@ -237,6 +237,6 @@ void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource,
}
}
bool ResourceFormatSaverShader::recognize(const RES &p_resource) const {
bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {
return p_resource->get_class_name() == "Shader"; //only shader, not inherited
}