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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-21 20:53:29 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-21 20:53:29 +0100 |
commit | c3539b4561f9b4d7dc4ba1c5859217e7fbf9c6fe (patch) | |
tree | a542b2eee67cae927a507eb3d8c2fafe01163310 /editor/plugins/shader_editor_plugin.cpp | |
parent | c78153774212f432a89f512ff9d71312e23fe1ff (diff) | |
parent | 615c5170345b2b549be6271d11319a10a5ce34bf (diff) | |
download | redot-engine-c3539b4561f9b4d7dc4ba1c5859217e7fbf9c6fe.tar.gz |
Merge pull request #70773 from KoBeWi/lector
Add range iterator to LocalVector
Diffstat (limited to 'editor/plugins/shader_editor_plugin.cpp')
-rw-r--r-- | editor/plugins/shader_editor_plugin.cpp | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp index 87d602ccf1..bc9a33d5d6 100644 --- a/editor/plugins/shader_editor_plugin.cpp +++ b/editor/plugins/shader_editor_plugin.cpp @@ -43,10 +43,10 @@ void ShaderEditorPlugin::_update_shader_list() { shader_list->clear(); - for (uint32_t i = 0; i < edited_shaders.size(); i++) { - Ref<Resource> shader = edited_shaders[i].shader; + for (EditedShader &edited_shader : edited_shaders) { + Ref<Resource> shader = edited_shader.shader; if (shader.is_null()) { - shader = edited_shaders[i].shader_inc; + shader = edited_shader.shader_inc; } String path = shader->get_path(); @@ -62,8 +62,8 @@ void ShaderEditorPlugin::_update_shader_list() { } bool unsaved = false; - if (edited_shaders[i].shader_editor) { - unsaved = edited_shaders[i].shader_editor->is_unsaved(); + if (edited_shader.shader_editor) { + unsaved = edited_shader.shader_editor->is_unsaved(); } // TODO: Handle visual shaders too. @@ -86,7 +86,7 @@ void ShaderEditorPlugin::_update_shader_list() { } for (int i = FILE_SAVE; i < FILE_MAX; i++) { - file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.size() == 0); + file_menu->get_popup()->set_item_disabled(file_menu->get_popup()->get_item_index(i), edited_shaders.is_empty()); } _update_shader_list_status(); @@ -175,36 +175,36 @@ void ShaderEditorPlugin::selected_notify() { } TextShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_shader) { - for (uint32_t i = 0; i < edited_shaders.size(); i++) { - if (edited_shaders[i].shader == p_for_shader) { - return edited_shaders[i].shader_editor; + for (EditedShader &edited_shader : edited_shaders) { + if (edited_shader.shader == p_for_shader) { + return edited_shader.shader_editor; } } return nullptr; } VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) { - for (uint32_t i = 0; i < edited_shaders.size(); i++) { - if (edited_shaders[i].shader == p_for_shader) { - return edited_shaders[i].visual_shader_editor; + for (EditedShader &edited_shader : edited_shaders) { + if (edited_shader.shader == p_for_shader) { + return edited_shader.visual_shader_editor; } } return nullptr; } void ShaderEditorPlugin::save_external_data() { - for (uint32_t i = 0; i < edited_shaders.size(); i++) { - if (edited_shaders[i].shader_editor) { - edited_shaders[i].shader_editor->save_external_data(); + for (EditedShader &edited_shader : edited_shaders) { + if (edited_shader.shader_editor) { + edited_shader.shader_editor->save_external_data(); } } _update_shader_list(); } void ShaderEditorPlugin::apply_changes() { - for (uint32_t i = 0; i < edited_shaders.size(); i++) { - if (edited_shaders[i].shader_editor) { - edited_shaders[i].shader_editor->apply_shaders(); + for (EditedShader &edited_shader : edited_shaders) { + if (edited_shader.shader_editor) { + edited_shader.shader_editor->apply_shaders(); } } } @@ -234,8 +234,8 @@ void ShaderEditorPlugin::_close_shader(int p_index) { void ShaderEditorPlugin::_resource_saved(Object *obj) { // May have been renamed on save. - for (uint32_t i = 0; i < edited_shaders.size(); i++) { - if (edited_shaders[i].shader.ptr() == obj) { + for (EditedShader &edited_shader : edited_shaders) { + if (edited_shader.shader.ptr() == obj) { _update_shader_list(); return; } |