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https://github.com/SFML/SFML.git
synced 2025-03-14 01:40:05 +08:00
Apply const to more local variables
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parent
819bdb67e9
commit
0e17f4d320
@ -406,8 +406,8 @@ bool RenderTarget::setActive(bool active)
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const std::uint64_t contextId = Context::getActiveContextId();
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using RenderTargetImpl::getContextRenderTargetMap;
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auto& contextRenderTargetMap = getContextRenderTargetMap();
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auto it = contextRenderTargetMap.find(contextId);
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auto& contextRenderTargetMap = getContextRenderTargetMap();
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const auto it = contextRenderTargetMap.find(contextId);
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if (active)
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{
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@ -510,7 +510,7 @@ bool RenderTextureImplFBO::activate(bool active)
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if (it != m_multisampleFrameBuffers.end())
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{
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auto frameBuffer = it->second.lock();
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const auto frameBuffer = it->second.lock();
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if (frameBuffer)
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{
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@ -526,7 +526,7 @@ bool RenderTextureImplFBO::activate(bool active)
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if (it != m_frameBuffers.end())
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{
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auto frameBuffer = it->second.lock();
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const auto frameBuffer = it->second.lock();
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if (frameBuffer)
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{
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@ -568,8 +568,8 @@ void RenderTextureImplFBO::updateTexture(unsigned int)
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if ((frameBufferIt != m_frameBuffers.end()) && (multisampleIt != m_multisampleFrameBuffers.end()))
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{
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auto frameBuffer = frameBufferIt->second.lock();
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auto multiSampleFrameBuffer = multisampleIt->second.lock();
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const auto frameBuffer = frameBufferIt->second.lock();
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const auto multiSampleFrameBuffer = multisampleIt->second.lock();
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if (frameBuffer && multiSampleFrameBuffer)
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{
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@ -93,7 +93,7 @@ ActivityStates* retrieveStates(ANativeActivity* activity)
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static void initializeMain(ActivityStates* states)
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{
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// Protect from concurrent access
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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// Prepare and share the looper to be read later
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ALooper* looper = ALooper_prepare(ALOOPER_PREPARE_ALLOW_NON_CALLBACKS);
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@ -117,7 +117,7 @@ static void initializeMain(ActivityStates* states)
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static void terminateMain(ActivityStates* states)
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{
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// Protect from concurrent access
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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// The main thread has finished, we must explicitly ask the activity to finish
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states->mainOver = true;
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@ -138,7 +138,7 @@ void* main(ActivityStates* states)
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terminateMain(states);
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{
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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states->terminated = true;
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}
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@ -260,7 +260,7 @@ static void onResume(ANativeActivity* activity)
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{
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// Retrieve our activity states from the activity instance
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sf::priv::ActivityStates* states = sf::priv::retrieveStates(activity);
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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if (states->fullscreen)
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goToFullscreenMode(activity);
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@ -278,7 +278,7 @@ static void onPause(ANativeActivity* activity)
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{
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// Retrieve our activity states from the activity instance
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sf::priv::ActivityStates* states = sf::priv::retrieveStates(activity);
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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// Send an event to warn people the activity has been paused
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sf::Event event;
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@ -302,7 +302,7 @@ static void onDestroy(ANativeActivity* activity)
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// Send an event to warn people the activity is being destroyed
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{
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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// If the main thread hasn't yet finished, send the event and wait for
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// it to finish.
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@ -344,7 +344,7 @@ static void onDestroy(ANativeActivity* activity)
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static void onNativeWindowCreated(ANativeActivity* activity, ANativeWindow* window)
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{
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sf::priv::ActivityStates* states = sf::priv::retrieveStates(activity);
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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// Update the activity states
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states->window = window;
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@ -369,7 +369,7 @@ static void onNativeWindowCreated(ANativeActivity* activity, ANativeWindow* wind
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static void onNativeWindowDestroyed(ANativeActivity* activity, ANativeWindow* /* window */)
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{
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sf::priv::ActivityStates* states = sf::priv::retrieveStates(activity);
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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// Update the activity states
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states->window = nullptr;
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@ -410,7 +410,7 @@ static void onInputQueueCreated(ANativeActivity* activity, AInputQueue* queue)
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// Attach the input queue
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{
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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AInputQueue_attachLooper(queue, states->looper, 1, states->processEvent, nullptr);
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states->inputQueue = queue;
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@ -426,7 +426,7 @@ static void onInputQueueDestroyed(ANativeActivity* activity, AInputQueue* queue)
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// Detach the input queue
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{
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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AInputQueue_detachLooper(queue);
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states->inputQueue = nullptr;
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@ -447,7 +447,7 @@ static void onContentRectChanged(ANativeActivity* activity, const ARect* /* rect
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{
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// Retrieve our activity states from the activity instance
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sf::priv::ActivityStates* states = sf::priv::retrieveStates(activity);
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std::lock_guard lock(states->mutex);
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const std::lock_guard lock(states->mutex);
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// Make sure the window still exists before we access the dimensions on it
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if (states->window != nullptr)
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@ -38,8 +38,8 @@ namespace sf::priv
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////////////////////////////////////////////////////////////
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ResourceStream::ResourceStream(const std::filesystem::path& filename)
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{
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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m_file.reset(AAssetManager_open(states.activity->assetManager, filename.c_str(), AASSET_MODE_UNKNOWN));
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}
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@ -83,8 +83,8 @@ void setVirtualKeyboardVisible(bool visible)
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{
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// todo: Check if the window is active
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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// Initializes JNI
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jint lFlags = 0;
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@ -168,8 +168,8 @@ bool isMouseButtonPressed(Mouse::Button button)
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{
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ALooper_pollAll(0, nullptr, nullptr, nullptr);
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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return states.isButtonPressed[button];
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}
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@ -180,8 +180,8 @@ Vector2i getMousePosition()
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{
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ALooper_pollAll(0, nullptr, nullptr, nullptr);
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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return states.mousePosition;
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}
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@ -213,8 +213,8 @@ bool isTouchDown(unsigned int finger)
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{
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ALooper_pollAll(0, nullptr, nullptr, nullptr);
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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return states.touchEvents.find(static_cast<int>(finger)) != states.touchEvents.end();
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}
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@ -225,8 +225,8 @@ Vector2i getTouchPosition(unsigned int finger)
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{
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ALooper_pollAll(0, nullptr, nullptr, nullptr);
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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return states.touchEvents.find(static_cast<int>(finger))->second;
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}
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@ -50,7 +50,7 @@ VideoMode VideoModeImpl::getDesktopMode()
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{
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// Get the activity states
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priv::ActivityStates& states = priv::getActivity();
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std::lock_guard lock(states.mutex);
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const std::lock_guard lock(states.mutex);
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return VideoMode(Vector2u(states.screenSize));
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}
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@ -63,8 +63,8 @@ WindowImplAndroid::WindowImplAndroid(VideoMode mode,
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const ContextSettings& /* settings */) :
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m_size(mode.size)
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{
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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if (style & Style::Fullscreen)
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states.fullscreen = true;
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@ -89,8 +89,8 @@ WindowImplAndroid::~WindowImplAndroid()
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////////////////////////////////////////////////////////////
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WindowHandle WindowImplAndroid::getNativeHandle() const
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{
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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return states.window;
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}
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@ -102,8 +102,8 @@ void WindowImplAndroid::processEvents()
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// Process incoming OS events
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ALooper_pollAll(0, nullptr, nullptr, nullptr);
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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if (m_windowBeingCreated)
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{
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@ -254,8 +254,8 @@ void WindowImplAndroid::forwardEvent(const Event& event)
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////////////////////////////////////////////////////////////
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int WindowImplAndroid::processEvent(int /* fd */, int /* events */, void* /* data */)
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{
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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AInputEvent* inputEvent = nullptr;
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@ -708,8 +708,8 @@ Keyboard::Key WindowImplAndroid::androidKeyToSF(std::int32_t key)
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int WindowImplAndroid::getUnicode(AInputEvent* event)
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{
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// Retrieve activity states
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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// Initializes JNI
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jint lResult;
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@ -63,7 +63,7 @@ EGLDisplay getInitializedDisplay()
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// On Android, its native activity handles this for us
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sf::priv::ActivityStates& states = sf::priv::getActivity();
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std::lock_guard lock(states.mutex);
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const std::lock_guard lock(states.mutex);
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return states.display;
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@ -146,8 +146,8 @@ EglContext::EglContext(EglContext* shared,
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#ifdef SFML_SYSTEM_ANDROID
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// On Android, we must save the created context
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ActivityStates& states = getActivity();
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std::lock_guard lock(states.mutex);
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ActivityStates& states = getActivity();
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const std::lock_guard lock(states.mutex);
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states.context = this;
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@ -479,7 +479,7 @@ std::shared_ptr<void> GlContext::getSharedContext()
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void GlContext::registerUnsharedGlObject(std::shared_ptr<void> object)
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{
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if (const std::lock_guard lock(Impl::getUnsharedGlObjectsMutex());
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auto unsharedGlObjects = Impl::getWeakUnsharedGlObjects().lock())
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const auto unsharedGlObjects = Impl::getWeakUnsharedGlObjects().lock())
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unsharedGlObjects->emplace_back(Impl::UnsharedGlObject{GlContextImpl::CurrentContext::get().id, std::move(object)});
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}
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@ -488,17 +488,17 @@ void GlContext::registerUnsharedGlObject(std::shared_ptr<void> object)
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void GlContext::unregisterUnsharedGlObject(std::shared_ptr<void> object)
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{
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if (const std::lock_guard lock(Impl::getUnsharedGlObjectsMutex());
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auto unsharedGlObjects = Impl::getWeakUnsharedGlObjects().lock())
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const auto unsharedGlObjects = Impl::getWeakUnsharedGlObjects().lock())
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{
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// Find the object in unshared objects and remove it if its associated context is currently active
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// This will trigger the destructor of the object since shared_ptr
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// in unshared objects should be the only one existing
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auto iter = std::find_if(unsharedGlObjects->begin(),
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unsharedGlObjects->end(),
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[&](const Impl::UnsharedGlObject& obj) {
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return (obj.object == object) &&
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(obj.contextId == GlContextImpl::CurrentContext::get().id);
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});
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const auto iter = std::find_if(unsharedGlObjects->begin(),
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unsharedGlObjects->end(),
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[&](const Impl::UnsharedGlObject& obj) {
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return (obj.object == object) &&
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(obj.contextId == GlContextImpl::CurrentContext::get().id);
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});
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if (iter != unsharedGlObjects->end())
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unsharedGlObjects->erase(iter);
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@ -555,7 +555,7 @@ void GlContext::releaseTransientContext()
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std::unique_ptr<GlContext> GlContext::create()
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{
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// Make sure that there's an active context (context creation may need extensions, and thus a valid context)
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auto sharedContext = SharedContext::get();
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const auto sharedContext = SharedContext::get();
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const std::lock_guard lock(sharedContext->mutex);
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@ -581,7 +581,7 @@ std::unique_ptr<GlContext> GlContext::create()
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std::unique_ptr<GlContext> GlContext::create(const ContextSettings& settings, const WindowImpl& owner, unsigned int bitsPerPixel)
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{
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// Make sure that there's an active context (context creation may need extensions, and thus a valid context)
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auto sharedContext = SharedContext::get();
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const auto sharedContext = SharedContext::get();
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const std::lock_guard lock(sharedContext->mutex);
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@ -625,7 +625,7 @@ std::unique_ptr<GlContext> GlContext::create(const ContextSettings& settings, co
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std::unique_ptr<GlContext> GlContext::create(const ContextSettings& settings, const Vector2u& size)
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{
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// Make sure that there's an active context (context creation may need extensions, and thus a valid context)
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auto sharedContext = SharedContext::get();
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const auto sharedContext = SharedContext::get();
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const std::lock_guard lock(sharedContext->mutex);
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@ -646,15 +646,13 @@ std::unique_ptr<GlContext> GlContext::create(const ContextSettings& settings, co
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sharedContext->loadExtensions();
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}
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std::unique_ptr<GlContext> context;
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// We don't use acquireTransientContext here since we have
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// to ensure we have exclusive access to the shared context
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// in order to make sure it is not active during context creation
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sharedContext->context->setActive(true);
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// Create the context
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context = std::make_unique<ContextType>(&sharedContext->context.value(), settings, size);
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auto context = std::make_unique<ContextType>(&sharedContext->context.value(), settings, size);
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sharedContext->context->setActive(false);
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@ -868,7 +868,7 @@ void HIDInputManager::buildMappings()
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UniChar string[maxLength];
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UniCharCount length = 0;
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std::uint32_t deadKeyState = 0; // unused value
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std::uint32_t const modifiers = 0x100; // no modifiers
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const std::uint32_t modifiers = 0x100; // no modifiers
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// Use current layout for translation
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const OSStatus error = UCKeyTranslate(layout,
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