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https://github.com/love2d/love.git
synced 2026-08-17 19:23:38 +02:00
Using auto for some iterators for less dense-looking code
This commit is contained in:
@@ -76,7 +76,7 @@ bool Pool::isPlaying(Source *s)
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bool p = false;
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bool p = false;
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{
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{
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thread::Lock lock(mutex);
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thread::Lock lock(mutex);
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for (std::map<Source *, ALuint>::iterator i = playing.begin(); i != playing.end(); i++)
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for (auto i = playing.begin(); i != playing.end(); i++)
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{
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{
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if (i->first == s)
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if (i->first == s)
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p = true;
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p = true;
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@@ -161,7 +161,7 @@ bool Pool::play(Source *source, ALuint &out)
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void Pool::stop()
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void Pool::stop()
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{
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{
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thread::Lock lock(mutex);
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thread::Lock lock(mutex);
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for (std::map<Source *, ALuint>::iterator i = playing.begin(); i != playing.end(); i++)
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for (auto i = playing.begin(); i != playing.end(); i++)
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{
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{
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i->first->stopAtomic();
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i->first->stopAtomic();
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i->first->release();
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i->first->release();
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@@ -180,7 +180,7 @@ void Pool::stop(Source *source)
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void Pool::pause()
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void Pool::pause()
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{
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{
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thread::Lock lock(mutex);
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thread::Lock lock(mutex);
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for (std::map<Source *, ALuint>::iterator i = playing.begin(); i != playing.end(); i++)
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for (auto i = playing.begin(); i != playing.end(); i++)
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i->first->pauseAtomic();
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i->first->pauseAtomic();
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}
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}
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@@ -195,7 +195,7 @@ void Pool::pause(Source *source)
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void Pool::resume()
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void Pool::resume()
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{
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{
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thread::Lock lock(mutex);
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thread::Lock lock(mutex);
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for (std::map<Source *, ALuint>::iterator i = playing.begin(); i != playing.end(); i++)
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for (auto i = playing.begin(); i != playing.end(); i++)
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i->first->resumeAtomic();
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i->first->resumeAtomic();
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}
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}
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@@ -210,7 +210,7 @@ void Pool::resume(Source *source)
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void Pool::rewind()
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void Pool::rewind()
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{
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{
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thread::Lock lock(mutex);
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thread::Lock lock(mutex);
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for (std::map<Source *, ALuint>::iterator i = playing.begin(); i != playing.end(); i++)
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for (auto i = playing.begin(); i != playing.end(); i++)
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i->first->rewindAtomic();
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i->first->rewindAtomic();
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}
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}
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@@ -245,7 +245,7 @@ Font::Glyph *Font::addGlyph(uint32 glyph)
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Font::Glyph *Font::findGlyph(uint32 glyph)
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Font::Glyph *Font::findGlyph(uint32 glyph)
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{
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{
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std::map<uint32, Glyph *>::const_iterator it = glyphs.find(glyph);
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auto it = glyphs.find(glyph);
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if (it != glyphs.end())
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if (it != glyphs.end())
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return it->second;
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return it->second;
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@@ -499,8 +499,7 @@ void Font::setFilter(const Image::Filter &f)
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{
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{
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filter = f;
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filter = f;
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std::vector<GLuint>::const_iterator it;
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for (auto it = textures.begin(); it != textures.end(); ++it)
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for (it = textures.begin(); it != textures.end(); ++it)
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{
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{
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gl.bindTexture(*it);
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gl.bindTexture(*it);
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filter.anisotropy = gl.setTextureFilter(f);
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filter.anisotropy = gl.setTextureFilter(f);
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@@ -554,7 +554,7 @@ void Shader::sendTexture(const std::string &name, GLuint texture)
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if (activeTextureUnits[textureunit-1] == 0)
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if (activeTextureUnits[textureunit-1] == 0)
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++textureCounters[textureunit-1];
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++textureCounters[textureunit-1];
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// store texture id so it can be re-bound to the proper texture unit when necessary
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// store texture id so it can be re-bound to the proper texture unit later
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activeTextureUnits[textureunit-1] = texture;
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activeTextureUnits[textureunit-1] = texture;
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}
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}
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@@ -570,7 +570,7 @@ void Shader::sendCanvas(const std::string &name, const Canvas &canvas)
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int Shader::getTextureUnit(const std::string &name)
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int Shader::getTextureUnit(const std::string &name)
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{
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{
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std::map<std::string, GLint>::const_iterator it = textureUnitPool.find(name);
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auto it = textureUnitPool.find(name);
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if (it != textureUnitPool.end())
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if (it != textureUnitPool.end())
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return it->second;
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return it->second;
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@@ -578,19 +578,23 @@ int Shader::getTextureUnit(const std::string &name)
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int textureunit = 1;
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int textureunit = 1;
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// prefer texture units which are unused by all other shaders
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// prefer texture units which are unused by all other shaders
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std::vector<int>::iterator nextfreeunit = std::find(textureCounters.begin(), textureCounters.end(), 0);
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auto freeunit_it = std::find(textureCounters.begin(), textureCounters.end(), 0);
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if (nextfreeunit != textureCounters.end())
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if (freeunit_it != textureCounters.end())
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textureunit = std::distance(textureCounters.begin(), nextfreeunit) + 1; // we don't want to use unit 0
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{
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// we don't want to use unit 0
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textureunit = std::distance(textureCounters.begin(), freeunit_it) + 1;
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}
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else
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else
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{
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{
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// no completely unused texture units exist, try to use next free slot in our own list
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// no completely unused texture units exist, try to use next free slot in our own list
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std::vector<GLuint>::iterator nexttexunit = std::find(activeTextureUnits.begin(), activeTextureUnits.end(), 0);
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auto nextunit_it = std::find(activeTextureUnits.begin(), activeTextureUnits.end(), 0);
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if (nexttexunit == activeTextureUnits.end())
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if (nextunit_it == activeTextureUnits.end())
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throw love::Exception("No more texture units available for shader.");
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throw love::Exception("No more texture units available for shader.");
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textureunit = std::distance(activeTextureUnits.begin(), nexttexunit) + 1; // we don't want to use unit 0
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// we don't want to use unit 0
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textureunit = std::distance(activeTextureUnits.begin(), nextunit_it) + 1;
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}
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}
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textureUnitPool[name] = textureunit;
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textureUnitPool[name] = textureunit;
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@@ -57,8 +57,7 @@ JoystickModule::JoystickModule()
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JoystickModule::~JoystickModule()
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JoystickModule::~JoystickModule()
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{
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{
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// Close any open Joysticks.
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// Close any open Joysticks.
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std::list<joystick::Joystick *>::iterator it;
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for (auto it = joysticks.begin(); it != joysticks.end(); ++it)
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for (it = joysticks.begin(); it != joysticks.end(); ++it)
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{
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{
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(*it)->close();
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(*it)->close();
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(*it)->release();
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(*it)->release();
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@@ -117,8 +116,7 @@ love::joystick::Joystick *JoystickModule::addJoystick(int deviceindex)
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joystick::Joystick *joystick = 0;
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joystick::Joystick *joystick = 0;
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bool reused = false;
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bool reused = false;
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std::list<joystick::Joystick *>::iterator it;
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for (auto it = joysticks.begin(); it != joysticks.end(); ++it)
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for (it = joysticks.begin(); it != joysticks.end(); ++it)
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{
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{
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// Try to re-use a disconnected Joystick with the same GUID.
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// Try to re-use a disconnected Joystick with the same GUID.
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if (!(*it)->isConnected() && (*it)->getGUID() == guidstr)
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if (!(*it)->isConnected() && (*it)->getGUID() == guidstr)
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@@ -143,19 +141,20 @@ love::joystick::Joystick *JoystickModule::addJoystick(int deviceindex)
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// Make sure multiple instances of the same physical joystick aren't added
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// Make sure multiple instances of the same physical joystick aren't added
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// to the active list.
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// to the active list.
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for (size_t i = 0; i < activeSticks.size(); i++)
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for (auto it = activeSticks.begin(); it != activeSticks.end(); ++it)
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{
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{
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if (joystick->getHandle() == activeSticks[i]->getHandle())
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if (joystick->getHandle() == (*it)->getHandle())
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{
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{
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joystick->close();
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joystick->close();
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// If we just created the stick, remove it since it's a duplicate.
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if (!reused)
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if (!reused)
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{
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{
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joysticks.remove(joystick);
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joysticks.remove(joystick);
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joystick->release();
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joystick->release();
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}
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}
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return activeSticks[i];
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return *it;
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}
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}
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}
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}
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@@ -169,7 +168,7 @@ void JoystickModule::removeJoystick(love::joystick::Joystick *joystick)
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return;
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return;
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// Close the Joystick and remove it from the active joystick list.
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// Close the Joystick and remove it from the active joystick list.
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std::vector<joystick::Joystick *>::iterator it = std::find(activeSticks.begin(), activeSticks.end(), joystick);
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auto it = std::find(activeSticks.begin(), activeSticks.end(), joystick);
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if (it != activeSticks.end())
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if (it != activeSticks.end())
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{
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{
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(*it)->close();
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(*it)->close();
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@@ -425,8 +424,7 @@ void JoystickModule::checkGamepads(const std::string &guid) const
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if (guid.compare(getDeviceGUID(d_index)) != 0)
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if (guid.compare(getDeviceGUID(d_index)) != 0)
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continue;
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continue;
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std::vector<love::joystick::Joystick *>::const_iterator it;
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for (auto it = activeSticks.begin(); it != activeSticks.end(); ++it)
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for (it = activeSticks.begin(); it != activeSticks.end(); ++it)
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{
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{
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if ((*it)->isGamepad() || guid.compare((*it)->getGUID()) != 0)
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if ((*it)->isGamepad() || guid.compare((*it)->getGUID()) != 0)
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continue;
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continue;
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@@ -257,21 +257,21 @@ void World::update(float dt)
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world->Step(dt, 8, 6);
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world->Step(dt, 8, 6);
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// Destroy all objects marked during the time step.
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// Destroy all objects marked during the time step.
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for (std::vector<Body *>::iterator i = destructBodies.begin(); i < destructBodies.end(); i++)
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for (auto i = destructBodies.begin(); i < destructBodies.end(); i++)
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{
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{
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Body *b = *i;
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Body *b = *i;
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if (b->body != 0) b->destroy();
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if (b->body != 0) b->destroy();
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// Release for reference in vector.
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// Release for reference in vector.
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b->release();
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b->release();
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}
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}
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for (std::vector<Fixture *>::iterator i = destructFixtures.begin(); i < destructFixtures.end(); i++)
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for (auto i = destructFixtures.begin(); i < destructFixtures.end(); i++)
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{
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{
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Fixture *f = *i;
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Fixture *f = *i;
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if (f->isValid()) f->destroy();
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if (f->isValid()) f->destroy();
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// Release for reference in vector.
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// Release for reference in vector.
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f->release();
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f->release();
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}
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}
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for (std::vector<Joint *>::iterator i = destructJoints.begin(); i < destructJoints.end(); i++)
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for (auto i = destructJoints.begin(); i < destructJoints.end(); i++)
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{
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{
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Joint *j = *i;
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Joint *j = *i;
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if (j->isValid()) j->destroyJoint();
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if (j->isValid()) j->destroyJoint();
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