Using auto for some iterators for less dense-looking code

This commit is contained in:
Alex Szpakowski
2013-09-30 02:35:10 -03:00
parent 8d0246ada6
commit 95eedcd1be
5 changed files with 30 additions and 29 deletions
+5 -5
View File
@@ -76,7 +76,7 @@ bool Pool::isPlaying(Source *s)
bool p = false;
{
thread::Lock lock(mutex);
for (std::map<Source *, ALuint>::iterator i = playing.begin(); i != playing.end(); i++)
for (auto i = playing.begin(); i != playing.end(); i++)
{
if (i->first == s)
p = true;
@@ -161,7 +161,7 @@ bool Pool::play(Source *source, ALuint &out)
void Pool::stop()
{
thread::Lock lock(mutex);
for (std::map<Source *, ALuint>::iterator i = playing.begin(); i != playing.end(); i++)
for (auto i = playing.begin(); i != playing.end(); i++)
{
i->first->stopAtomic();
i->first->release();
@@ -180,7 +180,7 @@ void Pool::stop(Source *source)
void Pool::pause()
{
thread::Lock lock(mutex);
for (std::map<Source *, ALuint>::iterator i = playing.begin(); i != playing.end(); i++)
for (auto i = playing.begin(); i != playing.end(); i++)
i->first->pauseAtomic();
}
@@ -195,7 +195,7 @@ void Pool::pause(Source *source)
void Pool::resume()
{
thread::Lock lock(mutex);
for (std::map<Source *, ALuint>::iterator i = playing.begin(); i != playing.end(); i++)
for (auto i = playing.begin(); i != playing.end(); i++)
i->first->resumeAtomic();
}
@@ -210,7 +210,7 @@ void Pool::resume(Source *source)
void Pool::rewind()
{
thread::Lock lock(mutex);
for (std::map<Source *, ALuint>::iterator i = playing.begin(); i != playing.end(); i++)
for (auto i = playing.begin(); i != playing.end(); i++)
i->first->rewindAtomic();
}
+2 -3
View File
@@ -245,7 +245,7 @@ Font::Glyph *Font::addGlyph(uint32 glyph)
Font::Glyph *Font::findGlyph(uint32 glyph)
{
std::map<uint32, Glyph *>::const_iterator it = glyphs.find(glyph);
auto it = glyphs.find(glyph);
if (it != glyphs.end())
return it->second;
@@ -499,8 +499,7 @@ void Font::setFilter(const Image::Filter &f)
{
filter = f;
std::vector<GLuint>::const_iterator it;
for (it = textures.begin(); it != textures.end(); ++it)
for (auto it = textures.begin(); it != textures.end(); ++it)
{
gl.bindTexture(*it);
filter.anisotropy = gl.setTextureFilter(f);
+12 -8
View File
@@ -554,7 +554,7 @@ void Shader::sendTexture(const std::string &name, GLuint texture)
if (activeTextureUnits[textureunit-1] == 0)
++textureCounters[textureunit-1];
// store texture id so it can be re-bound to the proper texture unit when necessary
// store texture id so it can be re-bound to the proper texture unit later
activeTextureUnits[textureunit-1] = texture;
}
@@ -570,7 +570,7 @@ void Shader::sendCanvas(const std::string &name, const Canvas &canvas)
int Shader::getTextureUnit(const std::string &name)
{
std::map<std::string, GLint>::const_iterator it = textureUnitPool.find(name);
auto it = textureUnitPool.find(name);
if (it != textureUnitPool.end())
return it->second;
@@ -578,19 +578,23 @@ int Shader::getTextureUnit(const std::string &name)
int textureunit = 1;
// prefer texture units which are unused by all other shaders
std::vector<int>::iterator nextfreeunit = std::find(textureCounters.begin(), textureCounters.end(), 0);
auto freeunit_it = std::find(textureCounters.begin(), textureCounters.end(), 0);
if (nextfreeunit != textureCounters.end())
textureunit = std::distance(textureCounters.begin(), nextfreeunit) + 1; // we don't want to use unit 0
if (freeunit_it != textureCounters.end())
{
// we don't want to use unit 0
textureunit = std::distance(textureCounters.begin(), freeunit_it) + 1;
}
else
{
// no completely unused texture units exist, try to use next free slot in our own list
std::vector<GLuint>::iterator nexttexunit = std::find(activeTextureUnits.begin(), activeTextureUnits.end(), 0);
auto nextunit_it = std::find(activeTextureUnits.begin(), activeTextureUnits.end(), 0);
if (nexttexunit == activeTextureUnits.end())
if (nextunit_it == activeTextureUnits.end())
throw love::Exception("No more texture units available for shader.");
textureunit = std::distance(activeTextureUnits.begin(), nexttexunit) + 1; // we don't want to use unit 0
// we don't want to use unit 0
textureunit = std::distance(activeTextureUnits.begin(), nextunit_it) + 1;
}
textureUnitPool[name] = textureunit;
+8 -10
View File
@@ -57,8 +57,7 @@ JoystickModule::JoystickModule()
JoystickModule::~JoystickModule()
{
// Close any open Joysticks.
std::list<joystick::Joystick *>::iterator it;
for (it = joysticks.begin(); it != joysticks.end(); ++it)
for (auto it = joysticks.begin(); it != joysticks.end(); ++it)
{
(*it)->close();
(*it)->release();
@@ -117,8 +116,7 @@ love::joystick::Joystick *JoystickModule::addJoystick(int deviceindex)
joystick::Joystick *joystick = 0;
bool reused = false;
std::list<joystick::Joystick *>::iterator it;
for (it = joysticks.begin(); it != joysticks.end(); ++it)
for (auto it = joysticks.begin(); it != joysticks.end(); ++it)
{
// Try to re-use a disconnected Joystick with the same GUID.
if (!(*it)->isConnected() && (*it)->getGUID() == guidstr)
@@ -143,19 +141,20 @@ love::joystick::Joystick *JoystickModule::addJoystick(int deviceindex)
// Make sure multiple instances of the same physical joystick aren't added
// to the active list.
for (size_t i = 0; i < activeSticks.size(); i++)
for (auto it = activeSticks.begin(); it != activeSticks.end(); ++it)
{
if (joystick->getHandle() == activeSticks[i]->getHandle())
if (joystick->getHandle() == (*it)->getHandle())
{
joystick->close();
// If we just created the stick, remove it since it's a duplicate.
if (!reused)
{
joysticks.remove(joystick);
joystick->release();
}
return activeSticks[i];
return *it;
}
}
@@ -169,7 +168,7 @@ void JoystickModule::removeJoystick(love::joystick::Joystick *joystick)
return;
// Close the Joystick and remove it from the active joystick list.
std::vector<joystick::Joystick *>::iterator it = std::find(activeSticks.begin(), activeSticks.end(), joystick);
auto it = std::find(activeSticks.begin(), activeSticks.end(), joystick);
if (it != activeSticks.end())
{
(*it)->close();
@@ -425,8 +424,7 @@ void JoystickModule::checkGamepads(const std::string &guid) const
if (guid.compare(getDeviceGUID(d_index)) != 0)
continue;
std::vector<love::joystick::Joystick *>::const_iterator it;
for (it = activeSticks.begin(); it != activeSticks.end(); ++it)
for (auto it = activeSticks.begin(); it != activeSticks.end(); ++it)
{
if ((*it)->isGamepad() || guid.compare((*it)->getGUID()) != 0)
continue;
+3 -3
View File
@@ -257,21 +257,21 @@ void World::update(float dt)
world->Step(dt, 8, 6);
// Destroy all objects marked during the time step.
for (std::vector<Body *>::iterator i = destructBodies.begin(); i < destructBodies.end(); i++)
for (auto i = destructBodies.begin(); i < destructBodies.end(); i++)
{
Body *b = *i;
if (b->body != 0) b->destroy();
// Release for reference in vector.
b->release();
}
for (std::vector<Fixture *>::iterator i = destructFixtures.begin(); i < destructFixtures.end(); i++)
for (auto i = destructFixtures.begin(); i < destructFixtures.end(); i++)
{
Fixture *f = *i;
if (f->isValid()) f->destroy();
// Release for reference in vector.
f->release();
}
for (std::vector<Joint *>::iterator i = destructJoints.begin(); i < destructJoints.end(); i++)
for (auto i = destructJoints.begin(); i < destructJoints.end(); i++)
{
Joint *j = *i;
if (j->isValid()) j->destroyJoint();