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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-02-23 08:43:18 +0100
committerGitHub <noreply@github.com>2020-02-23 08:43:18 +0100
commitbd10c7045865bc7788f695b3ecc4fb136a499d87 (patch)
tree17b378d5698fe51bcd2e67aa648e704b29427b88 /scene
parent63b0d822d109f3612d5c22e4342ebef9cd3b9163 (diff)
parent2cf6ac6c507529884d6b8acfdc42f3bc1826b19d (diff)
Merge pull request #36461 from akien-mga/c++17-fallthrough-attribute
Replace FALLTHROUGH macro by C++17 [[fallthrough]]
Diffstat (limited to 'scene')
-rw-r--r--scene/3d/audio_stream_player_3d.cpp24
-rw-r--r--scene/gui/button.cpp2
-rw-r--r--scene/gui/line_edit.cpp8
-rw-r--r--scene/gui/text_edit.cpp16
-rw-r--r--scene/gui/tree.cpp2
-rw-r--r--scene/resources/particles_material.cpp2
6 files changed, 31 insertions, 23 deletions
diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp
index 320457a3f2..ecd0c9114e 100644
--- a/scene/3d/audio_stream_player_3d.cpp
+++ b/scene/3d/audio_stream_player_3d.cpp
@@ -98,11 +98,18 @@ static const Vector3 speaker_directions[7] = {
void AudioStreamPlayer3D::_calc_output_vol(const Vector3 &source_dir, real_t tightness, AudioStreamPlayer3D::Output &output) {
unsigned int speaker_count; // only main speakers (no LFE)
switch (AudioServer::get_singleton()->get_speaker_mode()) {
- default: //fallthrough
- case AudioServer::SPEAKER_MODE_STEREO: speaker_count = 2; break;
- case AudioServer::SPEAKER_SURROUND_31: speaker_count = 3; break;
- case AudioServer::SPEAKER_SURROUND_51: speaker_count = 5; break;
- case AudioServer::SPEAKER_SURROUND_71: speaker_count = 7; break;
+ case AudioServer::SPEAKER_MODE_STEREO:
+ speaker_count = 2;
+ break;
+ case AudioServer::SPEAKER_SURROUND_31:
+ speaker_count = 3;
+ break;
+ case AudioServer::SPEAKER_SURROUND_51:
+ speaker_count = 5;
+ break;
+ case AudioServer::SPEAKER_SURROUND_71:
+ speaker_count = 7;
+ break;
}
Spcap spcap(speaker_count, speaker_directions); //TODO: should only be created/recreated once the speaker mode / speaker positions changes
@@ -113,18 +120,19 @@ void AudioStreamPlayer3D::_calc_output_vol(const Vector3 &source_dir, real_t tig
case AudioServer::SPEAKER_SURROUND_71:
output.vol[3].l = volumes[5]; // side-left
output.vol[3].r = volumes[6]; // side-right
- //fallthrough
+ [[fallthrough]];
case AudioServer::SPEAKER_SURROUND_51:
output.vol[2].l = volumes[3]; // rear-left
output.vol[2].r = volumes[4]; // rear-right
- //fallthrough
+ [[fallthrough]];
case AudioServer::SPEAKER_SURROUND_31:
output.vol[1].r = 1.0; // LFE - always full power
output.vol[1].l = volumes[2]; // center
- //fallthrough
+ [[fallthrough]];
case AudioServer::SPEAKER_MODE_STEREO:
output.vol[0].r = volumes[1]; // front-right
output.vol[0].l = volumes[0]; // front-left
+ break;
}
}
diff --git a/scene/gui/button.cpp b/scene/gui/button.cpp
index 04ff11f20c..784d298bff 100644
--- a/scene/gui/button.cpp
+++ b/scene/gui/button.cpp
@@ -106,7 +106,7 @@ void Button::_notification(int p_what) {
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case DRAW_PRESSED: {
diff --git a/scene/gui/line_edit.cpp b/scene/gui/line_edit.cpp
index 86fe6d7630..700eaecf43 100644
--- a/scene/gui/line_edit.cpp
+++ b/scene/gui/line_edit.cpp
@@ -355,7 +355,7 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) {
handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_LEFT: {
@@ -402,7 +402,7 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) {
handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_RIGHT: {
@@ -509,7 +509,7 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) {
handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_HOME: {
@@ -522,7 +522,7 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) {
handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_END: {
diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp
index 313b82035c..1c8d7c542b 100644
--- a/scene/gui/text_edit.cpp
+++ b/scene/gui/text_edit.cpp
@@ -3068,7 +3068,7 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
scancode_handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_LEFT: {
@@ -3144,7 +3144,7 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
scancode_handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_RIGHT: {
@@ -3205,7 +3205,7 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
scancode_handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_UP: {
@@ -3258,7 +3258,7 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
scancode_handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_DOWN: {
@@ -3381,7 +3381,7 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
scancode_handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_HOME: {
#ifdef APPLE_STYLE_KEYS
@@ -3442,7 +3442,7 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
scancode_handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_END: {
#ifdef APPLE_STYLE_KEYS
@@ -3489,7 +3489,7 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
scancode_handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_PAGEUP: {
@@ -3512,7 +3512,7 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
scancode_handled = false;
break;
}
- FALLTHROUGH;
+ [[fallthrough]];
}
case KEY_PAGEDOWN: {
diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp
index 0a11b94f48..940692ebd7 100644
--- a/scene/gui/tree.cpp
+++ b/scene/gui/tree.cpp
@@ -1020,7 +1020,7 @@ int Tree::compute_item_height(TreeItem *p_item) const {
int check_icon_h = cache.checked->get_height();
if (height < check_icon_h)
height = check_icon_h;
- FALLTHROUGH;
+ [[fallthrough]];
}
case TreeItem::CELL_MODE_STRING:
case TreeItem::CELL_MODE_CUSTOM:
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index d852dca7fa..cb8f14c109 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -189,7 +189,7 @@ void ParticlesMaterial::_update_shader() {
} break;
case EMISSION_SHAPE_DIRECTED_POINTS: {
code += "uniform sampler2D emission_texture_normal : hint_black;\n";
- FALLTHROUGH;
+ [[fallthrough]];
}
case EMISSION_SHAPE_POINTS: {
code += "uniform sampler2D emission_texture_points : hint_black;\n";