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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-09-30 23:52:46 +0200
committerGitHub <noreply@github.com>2021-09-30 23:52:46 +0200
commit77721b35ba21f2e7e8bb42cf415fccb018517843 (patch)
tree96b8f7532ae5d923b75bfbac8d6763015b6646bb /editor/animation_bezier_editor.cpp
parent3e1b6304613855cad56938e8a58848f09363a298 (diff)
parentc63b18507d21b8a213c073bced9057b571cdcd7a (diff)
Merge pull request #51409 from LightningAA/use-map-iterators
Use range iterators for `Map` in most cases
Diffstat (limited to 'editor/animation_bezier_editor.cpp')
-rw-r--r--editor/animation_bezier_editor.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/editor/animation_bezier_editor.cpp b/editor/animation_bezier_editor.cpp
index 28642f1bb4..02b4a12b92 100644
--- a/editor/animation_bezier_editor.cpp
+++ b/editor/animation_bezier_editor.cpp
@@ -398,17 +398,17 @@ void AnimationBezierTrackEdit::_notification(int p_what) {
float scale = timeline->get_zoom_scale();
Ref<Texture2D> point = get_theme_icon(SNAME("KeyValue"), SNAME("EditorIcons"));
- for (Map<int, Color>::Element *E = subtrack_colors.front(); E; E = E->next()) {
- _draw_track(E->key(), E->get());
+ for (const KeyValue<int, Color> &E : subtrack_colors) {
+ _draw_track(E.key, E.value);
- for (int i = 0; i < animation->track_get_key_count(E->key()); i++) {
- float offset = animation->track_get_key_time(E->key(), i);
- float value = animation->bezier_track_get_key_value(E->key(), i);
+ for (int i = 0; i < animation->track_get_key_count(E.key); i++) {
+ float offset = animation->track_get_key_time(E.key, i);
+ float value = animation->bezier_track_get_key_value(E.key, i);
Vector2 pos((offset - timeline->get_value()) * scale + limit, _bezier_h_to_pixel(value));
if (pos.x >= limit && pos.x <= right_limit) {
- draw_texture(point, pos - point->get_size() / 2, E->get());
+ draw_texture(point, pos - point->get_size() / 2, E.value);
}
}
}
@@ -680,9 +680,9 @@ void AnimationBezierTrackEdit::gui_input(const Ref<InputEvent> &p_event) {
emit_signal(SNAME("close_request"));
return;
}
- for (Map<int, Rect2>::Element *E = subtracks.front(); E; E = E->next()) {
- if (E->get().has_point(mb->get_position())) {
- set_animation_and_track(animation, E->key());
+ for (const KeyValue<int, Rect2> &E : subtracks) {
+ if (E.value.has_point(mb->get_position())) {
+ set_animation_and_track(animation, E.key);
_clear_selection();
return;
}