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-rw-r--r--scene/main/scene_tree.cpp10
-rw-r--r--scene/main/scene_tree.h4
-rw-r--r--scene/main/viewport.cpp2
-rw-r--r--scene/main/viewport.h2
4 files changed, 9 insertions, 9 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 57bb3b6b5e..f472de220b 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -172,7 +172,7 @@ void SceneTree::_flush_ugc() {
while (unique_group_calls.size()) {
- Map<UGCall, Vector<Variant> >::Element *E = unique_group_calls.front();
+ Map<UGCall, Vector<Variant>>::Element *E = unique_group_calls.front();
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < E->get().size(); i++)
@@ -546,11 +546,11 @@ bool SceneTree::idle(float p_time) {
//go through timers
- List<Ref<SceneTreeTimer> >::Element *L = timers.back(); //last element
+ List<Ref<SceneTreeTimer>>::Element *L = timers.back(); //last element
- for (List<Ref<SceneTreeTimer> >::Element *E = timers.front(); E;) {
+ for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
- List<Ref<SceneTreeTimer> >::Element *N = E->next();
+ List<Ref<SceneTreeTimer>>::Element *N = E->next();
if (pause && !E->get()->is_pause_mode_process()) {
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
@@ -625,7 +625,7 @@ void SceneTree::finish() {
}
// cleanup timers
- for (List<Ref<SceneTreeTimer> >::Element *E = timers.front(); E; E = E->next()) {
+ for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E; E = E->next()) {
E->get()->release_connections();
}
timers.clear();
diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h
index 1bef0d3131..2f805d074f 100644
--- a/scene/main/scene_tree.h
+++ b/scene/main/scene_tree.h
@@ -157,7 +157,7 @@ private:
List<ObjectID> delete_queue;
- Map<UGCall, Vector<Variant> > unique_group_calls;
+ Map<UGCall, Vector<Variant>> unique_group_calls;
bool ugc_locked;
void _flush_ugc();
@@ -181,7 +181,7 @@ private:
void _change_scene(Node *p_to);
//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
- List<Ref<SceneTreeTimer> > timers;
+ List<Ref<SceneTreeTimer>> timers;
///network///
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index c11b11bc71..dfd55e2577 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -422,7 +422,7 @@ void Viewport::_notification(int p_what) {
// if no mouse event exists, create a motion one. This is necessary because objects or camera may have moved.
// while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecessary motion events every frame
bool has_mouse_event = false;
- for (List<Ref<InputEvent> >::Element *E = physics_picking_events.front(); E; E = E->next()) {
+ for (List<Ref<InputEvent>>::Element *E = physics_picking_events.front(); E; E = E->next()) {
Ref<InputEventMouse> m = E->get();
if (m.is_valid()) {
has_mouse_event = true;
diff --git a/scene/main/viewport.h b/scene/main/viewport.h
index 30c872b6ed..e511ce1b17 100644
--- a/scene/main/viewport.h
+++ b/scene/main/viewport.h
@@ -235,7 +235,7 @@ private:
bool snap_controls_to_pixels;
bool physics_object_picking;
- List<Ref<InputEvent> > physics_picking_events;
+ List<Ref<InputEvent>> physics_picking_events;
ObjectID physics_object_capture;
ObjectID physics_object_over;
Transform physics_last_object_transform;