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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Use range iterators in LocalVector loops

This commit is contained in:
kobewi
2022-12-29 01:24:45 +01:00
parent 277d5361df
commit 615c517034
41 changed files with 409 additions and 503 deletions

View File

@@ -43,10 +43,10 @@
void ShaderEditorPlugin::_update_shader_list() {
shader_list->clear();
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
Ref<Resource> shader = edited_shaders[i].shader;
for (EditedShader &edited_shader : edited_shaders) {
Ref<Resource> shader = edited_shader.shader;
if (shader.is_null()) {
shader = edited_shaders[i].shader_inc;
shader = edited_shader.shader_inc;
}
String path = shader->get_path();
@@ -62,8 +62,8 @@ void ShaderEditorPlugin::_update_shader_list() {
}
bool unsaved = false;
if (edited_shaders[i].shader_editor) {
unsaved = edited_shaders[i].shader_editor->is_unsaved();
if (edited_shader.shader_editor) {
unsaved = edited_shader.shader_editor->is_unsaved();
}
// TODO: Handle visual shaders too.
@@ -86,7 +86,7 @@ void ShaderEditorPlugin::_update_shader_list() {
}
for (int i = FILE_SAVE; i < FILE_MAX; i++) {
file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.size() == 0);
file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.is_empty());
}
_update_shader_list_status();
@@ -175,36 +175,36 @@ void ShaderEditorPlugin::selected_notify() {
}
TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader == p_for_shader) {
return edited_shaders[i].shader_editor;
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader == p_for_shader) {
return edited_shader.shader_editor;
}
}
return nullptr;
}
VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader == p_for_shader) {
return edited_shaders[i].visual_shader_editor;
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader == p_for_shader) {
return edited_shader.visual_shader_editor;
}
}
return nullptr;
}
void ShaderEditorPlugin::save_external_data() {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader_editor) {
edited_shaders[i].shader_editor->save_external_data();
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader_editor) {
edited_shader.shader_editor->save_external_data();
}
}
_update_shader_list();
}
void ShaderEditorPlugin::apply_changes() {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader_editor) {
edited_shaders[i].shader_editor->apply_shaders();
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader_editor) {
edited_shader.shader_editor->apply_shaders();
}
}
}
@@ -234,8 +234,8 @@ void ShaderEditorPlugin::_close_shader(int p_index) {
void ShaderEditorPlugin::_resource_saved(Object *obj) {
// May have been renamed on save.
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader.ptr() == obj) {
for (EditedShader &edited_shader : edited_shaders) {
if (edited_shader.shader.ptr() == obj) {
_update_shader_list();
return;
}