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Editor: Use override where applicable
Continues the override modernization with the Editor code.
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@@ -13,14 +13,14 @@ class GameMode : public ViewerSpace {
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Value<bool> showToolbar = true;
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} m_state;
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const Space::State& spaceState() const { return m_state; }
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const Space::State& spaceState() const override { return m_state; }
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struct View : specter::View {
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GameMode& m_gMode;
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View(GameMode& gMode, specter::ViewResources& res) : specter::View(res, gMode.m_vm.rootView()), m_gMode(gMode) {}
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void draw(boo::IGraphicsCommandQueue* gfxQ);
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void draw(boo::IGraphicsCommandQueue* gfxQ) override;
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};
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std::unique_ptr<View> m_view;
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@@ -38,17 +38,17 @@ public:
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reloadState();
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}
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void reloadState() {}
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void reloadState() override {}
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virtual specter::View* buildContentView(specter::ViewResources& res) {
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specter::View* buildContentView(specter::ViewResources& res) override {
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m_view.reset(new View(*this, res));
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return m_view.get();
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}
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void think();
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void think() override;
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Space* copy(Space* parent) const { return new GameMode(m_vm, parent, *this); }
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Space* copy(Space* parent) const override { return new GameMode(m_vm, parent, *this); }
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bool usesToolbar() const { return m_state.showToolbar; }
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bool usesToolbar() const override { return m_state.showToolbar; }
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};
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} // namespace urde
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