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mirror of https://github.com/godotengine/godot.git synced 2025-11-06 12:20:30 +00:00

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
218 changed files with 2755 additions and 3004 deletions

View File

@@ -265,15 +265,15 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
for (PropertyInfo &E : params) {
// Texture parameter has to be treated specially since StandardMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E->get().name);
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_param(E->get().name, texture);
smat->set_shader_param(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
smat->set_shader_param(E->get().name, value);
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
}
}
@@ -309,9 +309,9 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
smat->set_shader_param(E->get().name, value);
for (PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -346,9 +346,9 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
smat->set_shader_param(E->get().name, value);
for (PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -383,9 +383,9 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
smat->set_shader_param(E->get().name, value);
for (PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -420,9 +420,9 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
smat->set_shader_param(E->get().name, value);
for (PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -457,9 +457,9 @@ Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
for (List<PropertyInfo>::Element *E = params.front(); E; E = E->next()) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E->get().name);
smat->set_shader_param(E->get().name, value);
for (PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());