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Use more C++17 inline variables
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@ -81,7 +81,7 @@ public:
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///
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////////////////////////////////////////////////////////////
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// NOLINTNEXTLINE(readability-identifier-naming)
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static CurrentTextureType CurrentTexture;
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static inline CurrentTextureType CurrentTexture;
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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@ -174,10 +174,6 @@ std::vector<float> flatten(const sf::Glsl::Vec4* vectorArray, std::size_t length
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namespace sf
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{
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////////////////////////////////////////////////////////////
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Shader::CurrentTextureType Shader::CurrentTexture;
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////////////////////////////////////////////////////////////
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struct Shader::UniformBinder
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{
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@ -961,10 +957,6 @@ int Shader::getUniformLocation(const std::string& name)
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namespace sf
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{
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////////////////////////////////////////////////////////////
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Shader::CurrentTextureType Shader::CurrentTexture;
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////////////////////////////////////////////////////////////
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Shader::~Shader() = default;
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@ -85,10 +85,6 @@ unsigned int getDeviceUint(IOHIDDeviceRef ref, CFStringRef prop, unsigned int in
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namespace sf::priv
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{
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////////////////////////////////////////////////////////////
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JoystickImpl::Location JoystickImpl::m_locationIDs[sf::Joystick::Count] = {0};
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////////////////////////////////////////////////////////////
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void JoystickImpl::initialize()
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{
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@ -121,7 +121,7 @@ private:
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Joystick::Identification m_identification; ///< Joystick identification
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// NOLINTNEXTLINE(readability-identifier-naming)
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static Location m_locationIDs[sf::Joystick::Count]; ///< Global Joystick register
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static inline Location m_locationIDs[sf::Joystick::Count]{}; ///< Global Joystick register
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/// For a corresponding SFML index, m_locationIDs is either some USB
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/// location or 0 if there isn't currently a connected joystick device
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};
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