Don't use by reference capture by default (#1207)
replace [&] with [this] or [] where possible to avoid people accidentally capturing something by reference that needs to be copied, like strings.
This commit is contained in:
+14
-14
@@ -57,7 +57,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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txInput.SetDescription("Position: ");
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txInput.SetPos(XMFLOAT2(x, y += step));
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txInput.SetSize(XMFLOAT2(siz, hei));
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txInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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txInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -71,7 +71,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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tyInput.SetValue(0);
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tyInput.SetPos(XMFLOAT2(x, y += step));
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tyInput.SetSize(XMFLOAT2(siz, hei));
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tyInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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tyInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -85,7 +85,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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tzInput.SetValue(0);
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tzInput.SetPos(XMFLOAT2(x, y += step));
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tzInput.SetSize(XMFLOAT2(siz, hei));
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tzInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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tzInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -103,7 +103,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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sxInput.SetDescription("Scale: ");
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sxInput.SetPos(XMFLOAT2(x, y));
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sxInput.SetSize(XMFLOAT2(siz, hei));
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sxInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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sxInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -117,7 +117,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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syInput.SetValue(1);
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syInput.SetPos(XMFLOAT2(x, y += step));
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syInput.SetSize(XMFLOAT2(siz, hei));
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syInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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syInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -131,7 +131,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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szInput.SetValue(1);
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szInput.SetPos(XMFLOAT2(x, y += step));
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szInput.SetSize(XMFLOAT2(siz, hei));
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szInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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szInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -146,7 +146,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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suInput.SetValue(1);
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suInput.SetPos(XMFLOAT2(x, y += step));
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suInput.SetSize(XMFLOAT2(siz, hei));
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suInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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suInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -168,7 +168,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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rollInput.SetTooltip("Roll (in degrees)\n Note: Euler angle rotations can result in precision loss from quaternion conversion!");
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rollInput.SetPos(XMFLOAT2(x, y += step));
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rollInput.SetSize(XMFLOAT2(siz, hei));
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rollInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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rollInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -188,7 +188,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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pitchInput.SetTooltip("Pitch (in degrees)\n Note: Euler angle rotations can result in precision loss from quaternion conversion!");
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pitchInput.SetPos(XMFLOAT2(x, y += step));
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pitchInput.SetSize(XMFLOAT2(siz, hei));
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pitchInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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pitchInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -208,7 +208,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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yawInput.SetTooltip("Yaw (in degrees)\n Note: Euler angle rotations can result in precision loss from quaternion conversion!");
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yawInput.SetPos(XMFLOAT2(x, y += step));
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yawInput.SetSize(XMFLOAT2(siz, hei));
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yawInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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yawInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -232,7 +232,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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rxInput.SetTooltip("Rotation Quaternion.X");
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rxInput.SetPos(XMFLOAT2(x, y += step));
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rxInput.SetSize(XMFLOAT2(siz, hei));
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rxInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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rxInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -248,7 +248,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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ryInput.SetTooltip("Rotation Quaternion.Y");
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ryInput.SetPos(XMFLOAT2(x, y += step));
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ryInput.SetSize(XMFLOAT2(siz, hei));
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ryInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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ryInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -264,7 +264,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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rzInput.SetTooltip("Rotation Quaternion.Z");
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rzInput.SetPos(XMFLOAT2(x, y += step));
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rzInput.SetSize(XMFLOAT2(siz, hei));
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rzInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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rzInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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@@ -280,7 +280,7 @@ void TransformWindow::Create(EditorComponent* _editor)
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rwInput.SetTooltip("Rotation Quaternion.W");
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rwInput.SetPos(XMFLOAT2(x, y += step));
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rwInput.SetSize(XMFLOAT2(siz, hei));
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rwInput.OnInputAccepted([&](wi::gui::EventArgs args) {
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rwInput.OnInputAccepted([this](wi::gui::EventArgs args) {
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TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
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if (transform != nullptr)
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{
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