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-rw-r--r--editor/app.cpp4
-rw-r--r--editor/camera.cpp10
-rw-r--r--editor/draw.cpp12
-rw-r--r--editor/imgui.cpp12
-rw-r--r--editor/inspect-draw.cpp6
-rw-r--r--editor/update.cpp6
6 files changed, 25 insertions, 25 deletions
diff --git a/editor/app.cpp b/editor/app.cpp
index 35aa1230..c8c5aa0f 100644
--- a/editor/app.cpp
+++ b/editor/app.cpp
@@ -32,7 +32,7 @@ shared_ptr_wrapper<critter> app::ensure_player_character(world& w)
return w.ensure_player_character(_character_id);
}
-void app::reset_world(class world&& w_)
+void app::reset_world(class world&& wʹ)
{
if (!M)
return;
@@ -51,7 +51,7 @@ void app::reset_world(class world&& w_)
_render_all_z_levels = true;
_timestamp = 0;
- auto& w = M->reset_world(move(w_));
+ auto& w = M->reset_world(move(wʹ));
w.collect(true);
ensure_player_character(w);
update_cursor_tile(pixel);
diff --git a/editor/camera.cpp b/editor/camera.cpp
index 34f02e51..429dbdba 100644
--- a/editor/camera.cpp
+++ b/editor/camera.cpp
@@ -91,10 +91,10 @@ object_id app::get_object_colliding_with_cursor()
for (int16_t x = minx; x <= maxx; x++)
{
const chunk_coords_ c_pos{x, y, _z_level};
- auto* c_ = world.at(c_pos);
- if (!c_)
+ auto* cʹ = world.at(c_pos);
+ if (!cʹ)
continue;
- auto& c = *c_;
+ auto& c = *cʹ;
c.ensure_passability();
const with_shifted_camera_offset o{shader, c_pos, {minx, miny}, {maxx, maxy}};
if (floormat_main::check_chunk_visible(shader.camera_offset(), sz))
@@ -113,8 +113,8 @@ object_id app::get_object_colliding_with_cursor()
Vector2 min(rect.m_min[0], rect.m_min[1]), max(rect.m_max[0], rect.m_max[1]);
if (t0 >= min && t0 <= max)
{
- if (auto e_ = world.find_object(x.data);
- e_ && Vector2ui(e_->bbox_size).product() != 0)
+ if (auto eʹ = world.find_object(x.data);
+ eʹ && Vector2ui(eʹ->bbox_size).product() != 0)
{
ret = x.data;
return false;
diff --git a/editor/draw.cpp b/editor/draw.cpp
index 40ba0235..d1e18292 100644
--- a/editor/draw.cpp
+++ b/editor/draw.cpp
@@ -122,10 +122,10 @@ void app::draw_collision_boxes()
for (int16_t x = minx; x <= maxx; x++)
{
const chunk_coords_ pos{x, y, z};
- auto* c_ = world.at(pos);
- if (!c_)
+ auto* cʹ = world.at(pos);
+ if (!cʹ)
continue;
- auto& c = *c_;
+ auto& c = *cʹ;
c.ensure_passability();
const with_shifted_camera_offset o{shader, pos, {minx, miny}, {maxx, maxy}};
if (floormat_main::check_chunk_visible(shader.camera_offset(), sz))
@@ -170,10 +170,10 @@ void app::draw_collision_boxes()
for (int16_t x = minx; x <= maxx; x++)
{
const chunk_coords_ c_pos{x, y, _z_level};
- auto* c_ = world.at(c_pos);
- if (!c_)
+ auto* cʹ = world.at(c_pos);
+ if (!cʹ)
continue;
- auto& c = *c_;
+ auto& c = *cʹ;
c.ensure_passability();
const with_shifted_camera_offset o{shader, c_pos, {minx, miny}, {maxx, maxy}};
if (floormat_main::check_chunk_visible(shader.camera_offset(), sz))
diff --git a/editor/imgui.cpp b/editor/imgui.cpp
index 62a0850d..45e0268a 100644
--- a/editor/imgui.cpp
+++ b/editor/imgui.cpp
@@ -267,11 +267,11 @@ void app::do_lightmap_test()
if (auto* chunk = w.at(c))
{
auto offset = Vector2(Vector2i(c.x) - Vector2i(x, y));
- for (const auto& e_ : chunk->objects())
+ for (const auto& eʹ : chunk->objects())
{
- if (e_->type() == object_type::light)
+ if (eʹ->type() == object_type::light)
{
- const auto& li = static_cast<const light&>(*e_);
+ const auto& li = static_cast<const light&>(*eʹ);
if (li.max_distance < 1e-6f)
continue;
light_s L {
@@ -338,16 +338,16 @@ void app::do_popup_menu()
{
const auto [id, target] = _popup_target;
auto& w = M->world();
- auto e_ = w.find_object(id);
+ auto eʹ = w.find_object(id);
- if (target == popup_target_type::none || !e_)
+ if (target == popup_target_type::none || !eʹ)
{
_popup_target = {};
_pending_popup = {};
return;
}
- auto& e = *e_;
+ auto& e = *eʹ;
auto b0 = push_id(SCENERY_POPUP_NAME);
//if (_popup_target.target != popup_target_type::scenery) {...}
diff --git a/editor/inspect-draw.cpp b/editor/inspect-draw.cpp
index 7b2e5009..128e619f 100644
--- a/editor/inspect-draw.cpp
+++ b/editor/inspect-draw.cpp
@@ -26,13 +26,13 @@ void app::draw_inspector()
for (auto i = (int)(inspectors.size()-1); i >= 0; i--)
{
auto [id, target] = inspectors[i];
- auto e_ = w.find_object(id);
- if (!e_)
+ auto eʹ = w.find_object(id);
+ if (!eʹ)
{
erase_inspector((unsigned)i);
continue;
}
- auto& e = *e_;
+ auto& e = *eʹ;
char buf[256], buf2[32], buf3[128];
ImGui::SetNextWindowSize({375*dpi[0], 0});
diff --git a/editor/update.cpp b/editor/update.cpp
index 6e5269cc..6987b411 100644
--- a/editor/update.cpp
+++ b/editor/update.cpp
@@ -232,10 +232,10 @@ void app::update_world(Ns dt)
for (int16_t y = miny; y <= maxy; y++)
for (int16_t x = minx; x <= maxx; x++)
{
- auto* c_ = world.at({x, y, z});
- if (!c_)
+ auto* cʹ = world.at({x, y, z});
+ if (!cʹ)
continue;
- auto& c = *c_;
+ auto& c = *cʹ;
const auto& es = c.objects();
const auto size = es.size();
for (auto i = (int)(size-1); i >= 0; i--)