IProperty: Make use of size_t where applicable
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48d0ae5e10
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@ -26,16 +26,17 @@ void IDependencyNode::GetAllResourceReferences(std::set<CAssetID>& rOutSet) cons
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void IDependencyNode::ParseProperties(CResourceEntry* pParentEntry, CStructProperty* pProperties, void* pData)
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{
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// Recursive function for parsing dependencies in properties
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for (uint32 PropertyIdx = 0; PropertyIdx < pProperties->NumChildren(); PropertyIdx++)
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for (size_t PropertyIdx = 0; PropertyIdx < pProperties->NumChildren(); PropertyIdx++)
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{
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IProperty* pProp = pProperties->ChildByIndex(PropertyIdx);
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EPropertyType Type = pProp->Type();
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const EPropertyType Type = pProp->Type();
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// Technically we aren't parsing array children, but it's not really worth refactoring this function
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// to support it when there aren't any array properties that contain any asset references anyway...
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if (Type == EPropertyType::Struct)
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ParseProperties( pParentEntry, TPropCast<CStructProperty>(pProp), pData );
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{
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ParseProperties(pParentEntry, TPropCast<CStructProperty>(pProp), pData);
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}
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else if (Type == EPropertyType::Sound)
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{
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uint32 SoundID = TPropCast<CSoundProperty>(pProp)->Value(pData);
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@ -51,7 +52,6 @@ void IDependencyNode::ParseProperties(CResourceEntry* pParentEntry, CStructPrope
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}
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}
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}
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else if (Type == EPropertyType::Asset)
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{
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CAssetID ID = TPropCast<CAssetProperty>(pProp)->Value(pData);
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@ -61,7 +61,6 @@ void IDependencyNode::ParseProperties(CResourceEntry* pParentEntry, CStructPrope
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mChildren.push_back(std::make_unique<CPropertyDependency>(pProp->IDString(true), ID));
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}
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}
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else if (Type == EPropertyType::AnimationSet)
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{
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CAnimationParameters Params = TPropCast<CAnimationSetProperty>(pProp)->Value(pData);
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@ -180,7 +180,7 @@ void CScriptCooker::WriteProperty(IOutputStream& rOut, IProperty* pProperty, voi
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auto* pStruct = TPropCast<CStructProperty>(pProperty);
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std::vector<IProperty*> PropertiesToWrite;
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for (uint32 ChildIdx = 0; ChildIdx < pStruct->NumChildren(); ChildIdx++)
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for (size_t ChildIdx = 0; ChildIdx < pStruct->NumChildren(); ChildIdx++)
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{
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IProperty *pChild = pStruct->ChildByIndex(ChildIdx);
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@ -268,7 +268,7 @@ void CScriptLoader::LoadStructMP1(IInputStream& rSCLY, CStructProperty* pStruct)
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[[maybe_unused]] const uint32 StructStart = rSCLY.Tell();
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// Verify property count
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const uint32 PropertyCount = pStruct->NumChildren();
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const size_t PropertyCount = pStruct->NumChildren();
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[[maybe_unused]] uint32 Version = 0;
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if (!pStruct->IsAtomic())
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@ -278,7 +278,7 @@ void CScriptLoader::LoadStructMP1(IInputStream& rSCLY, CStructProperty* pStruct)
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}
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// Parse properties
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for (uint32 ChildIndex = 0; ChildIndex < PropertyCount; ChildIndex++)
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for (size_t ChildIndex = 0; ChildIndex < PropertyCount; ChildIndex++)
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{
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IProperty *pProperty = pStruct->ChildByIndex(ChildIndex);
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@ -363,13 +363,13 @@ std::unique_ptr<CScriptLayer> CScriptLoader::LoadLayerMP1(IInputStream& rSCLY)
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void CScriptLoader::LoadStructMP2(IInputStream& rSCLY, CStructProperty* pStruct)
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{
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// Verify property count
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uint32 ChildCount = pStruct->NumChildren();
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size_t ChildCount = pStruct->NumChildren();
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if (!pStruct->IsAtomic())
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ChildCount = rSCLY.ReadUShort();
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// Parse properties
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for (uint32 ChildIdx = 0; ChildIdx < ChildCount; ChildIdx++)
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for (size_t ChildIdx = 0; ChildIdx < ChildCount; ChildIdx++)
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{
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IProperty* pProperty = nullptr;
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const uint32 PropertyStart = rSCLY.Tell();
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@ -177,11 +177,11 @@ void CStructProperty::InitFromArchetype(IProperty* pOther)
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// Copy children
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_ClearChildren();
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mChildren.reserve( pOther->NumChildren() );
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mChildren.reserve(pOther->NumChildren());
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for (uint32 ChildIdx = 0; ChildIdx < pOther->NumChildren(); ChildIdx++)
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for (size_t ChildIdx = 0; ChildIdx < pOther->NumChildren(); ChildIdx++)
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{
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IProperty* pChild = CreateCopy( pOther->ChildByIndex(ChildIdx) );
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IProperty* pChild = CreateCopy(pOther->ChildByIndex(ChildIdx));
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mChildren.push_back(pChild);
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}
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}
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@ -208,11 +208,11 @@ public:
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/** Accessors */
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EGame Game() const;
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ECookPreference CookPreference() const { return mCookPreference; }
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uint32 NumChildren() const { return mChildren.size(); }
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size_t NumChildren() const { return mChildren.size(); }
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IProperty* ChildByIndex(uint32 ChildIndex) const
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IProperty* ChildByIndex(size_t ChildIndex) const
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{
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ASSERT(ChildIndex >= 0 && ChildIndex < mChildren.size());
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ASSERT(ChildIndex < mChildren.size());
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return mChildren[ChildIndex];
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}
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@ -278,17 +278,17 @@ public:
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static IProperty* CreateCopy(IProperty* pArchetype);
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static IProperty* CreateIntrinsic(EPropertyType Type,
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EGame Game,
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uint32 Offset,
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const TString& rkName);
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EGame Game,
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uint32 Offset,
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const TString& rkName);
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static IProperty* CreateIntrinsic(EPropertyType Type,
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IProperty* pParent,
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uint32 Offset,
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const TString& rkName);
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IProperty* pParent,
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uint32 Offset,
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const TString& rkName);
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static IProperty* ArchiveConstructor(EPropertyType Type,
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const IArchive& Arc);
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const IArchive& Arc);
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};
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template<typename PropType, EPropertyType PropEnum>
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@ -23,7 +23,7 @@ CDamageableTriggerExtra::CDamageableTriggerExtra(CScriptObject *pInstance, CScen
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PropertyModified(mPlaneSize.Property());
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// Fetch textures
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for (uint32 TextureIdx = 0; TextureIdx < 3; TextureIdx++)
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for (size_t TextureIdx = 0; TextureIdx < mTextureAssets.size(); TextureIdx++)
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{
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mTextureAssets[TextureIdx] = CAssetRef(pInstance->PropertyData(), pProperties->ChildByIndex(6 + TextureIdx));
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if (mTextureAssets[TextureIdx].IsValid())
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@ -73,7 +73,7 @@ void CGeneratePropertyNamesDialog::AddToIDPool(IProperty* pProperty)
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/** Populate the ID pool with the children of the given property */
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void CGeneratePropertyNamesDialog::AddChildrenToIDPool(IProperty* pProperty, bool Recursive)
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{
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for (uint32 ChildIdx = 0; ChildIdx < pProperty->NumChildren(); ChildIdx++)
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for (size_t ChildIdx = 0; ChildIdx < pProperty->NumChildren(); ChildIdx++)
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{
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IProperty* pChild = pProperty->ChildByIndex(ChildIdx);
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@ -47,7 +47,7 @@ int CPropertyModel::RecursiveBuildArrays(IProperty* pProperty, int ParentID)
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for (uint32 ElementIdx = 0; ElementIdx < ArrayCount; ElementIdx++)
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{
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mpPropertyData = pArray->ItemPointer(pOldData, ElementIdx);
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int NewChildID = RecursiveBuildArrays( pArray->ItemArchetype(), MyID );
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const int NewChildID = RecursiveBuildArrays( pArray->ItemArchetype(), MyID );
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mProperties[MyID].ChildIDs.push_back(NewChildID);
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}
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@ -55,9 +55,9 @@ int CPropertyModel::RecursiveBuildArrays(IProperty* pProperty, int ParentID)
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}
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else
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{
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for (uint32 ChildIdx = 0; ChildIdx < pProperty->NumChildren(); ChildIdx++)
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for (size_t ChildIdx = 0; ChildIdx < pProperty->NumChildren(); ChildIdx++)
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{
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int NewChildID = RecursiveBuildArrays( pProperty->ChildByIndex(ChildIdx), MyID );
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const int NewChildID = RecursiveBuildArrays( pProperty->ChildByIndex(ChildIdx), MyID );
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mProperties[MyID].ChildIDs.push_back(NewChildID);
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}
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}
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@ -183,10 +183,17 @@ int CPropertyModel::columnCount(const QModelIndex& /*rkParent*/) const
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int CPropertyModel::rowCount(const QModelIndex& rkParent) const
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{
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if (!mpRootProperty) return 0;
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if (!rkParent.isValid()) return mpRootProperty->NumChildren();
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if (rkParent.column() != 0) return 0;
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if (rkParent.internalId() & 0x80000000) return 0;
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if (!mpRootProperty)
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return 0;
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if (!rkParent.isValid())
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return static_cast<int>(mpRootProperty->NumChildren());
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if (rkParent.column() != 0)
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return 0;
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if ((rkParent.internalId() & 0x80000000) != 0)
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return 0;
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IProperty *pProp = PropertyForIndex(rkParent, false);
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int ID = rkParent.internalId();
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