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mirror of https://github.com/godotengine/godot.git synced 2025-11-22 15:06:45 +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

@@ -229,16 +229,16 @@ void ProjectSettingsEditor::_add_feature_overrides() {
for (int i = 0; i < ee->get_export_platform_count(); i++) {
List<String> p;
ee->get_export_platform(i)->get_platform_features(&p);
for (List<String>::Element *E = p.front(); E; E = E->next()) {
presets.insert(E->get());
for (String &E : p) {
presets.insert(E);
}
}
for (int i = 0; i < ee->get_export_preset_count(); i++) {
List<String> p;
ee->get_export_preset(i)->get_platform()->get_preset_features(ee->get_export_preset(i), &p);
for (List<String>::Element *E = p.front(); E; E = E->next()) {
presets.insert(E->get());
for (String &E : p) {
presets.insert(E);
}
String custom = ee->get_export_preset(i)->get_custom_features();
@@ -391,8 +391,7 @@ void ProjectSettingsEditor::_action_reordered(const String &p_action_name, const
undo_redo->create_action(TTR("Update Input Action Order"));
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
PropertyInfo prop = E->get();
for (PropertyInfo &prop : props) {
// Skip builtins and non-inputs
if (ProjectSettings::get_singleton()->is_builtin_setting(prop.name) || !prop.name.begins_with("input/")) {
continue;
@@ -445,8 +444,8 @@ void ProjectSettingsEditor::_update_action_map_editor() {
ProjectSettings::get_singleton()->get_property_list(&props);
const Ref<Texture2D> builtin_icon = get_theme_icon(SNAME("PinPressed"), SNAME("EditorIcons"));
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
const String property_name = E->get().name;
for (PropertyInfo &E : props) {
const String property_name = E.name;
if (!property_name.begins_with("input/")) {
continue;