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:
Dennis Brakhane
2025-08-13 08:46:42 +02:00
committed by GitHub
parent 22674314ac
commit f0bd5a8086
23 changed files with 195 additions and 195 deletions
+14 -14
View File
@@ -57,7 +57,7 @@ void TransformWindow::Create(EditorComponent* _editor)
txInput.SetDescription("Position: ");
txInput.SetPos(XMFLOAT2(x, y += step));
txInput.SetSize(XMFLOAT2(siz, hei));
txInput.OnInputAccepted([&](wi::gui::EventArgs args) {
txInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -71,7 +71,7 @@ void TransformWindow::Create(EditorComponent* _editor)
tyInput.SetValue(0);
tyInput.SetPos(XMFLOAT2(x, y += step));
tyInput.SetSize(XMFLOAT2(siz, hei));
tyInput.OnInputAccepted([&](wi::gui::EventArgs args) {
tyInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -85,7 +85,7 @@ void TransformWindow::Create(EditorComponent* _editor)
tzInput.SetValue(0);
tzInput.SetPos(XMFLOAT2(x, y += step));
tzInput.SetSize(XMFLOAT2(siz, hei));
tzInput.OnInputAccepted([&](wi::gui::EventArgs args) {
tzInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -103,7 +103,7 @@ void TransformWindow::Create(EditorComponent* _editor)
sxInput.SetDescription("Scale: ");
sxInput.SetPos(XMFLOAT2(x, y));
sxInput.SetSize(XMFLOAT2(siz, hei));
sxInput.OnInputAccepted([&](wi::gui::EventArgs args) {
sxInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -117,7 +117,7 @@ void TransformWindow::Create(EditorComponent* _editor)
syInput.SetValue(1);
syInput.SetPos(XMFLOAT2(x, y += step));
syInput.SetSize(XMFLOAT2(siz, hei));
syInput.OnInputAccepted([&](wi::gui::EventArgs args) {
syInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -131,7 +131,7 @@ void TransformWindow::Create(EditorComponent* _editor)
szInput.SetValue(1);
szInput.SetPos(XMFLOAT2(x, y += step));
szInput.SetSize(XMFLOAT2(siz, hei));
szInput.OnInputAccepted([&](wi::gui::EventArgs args) {
szInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -146,7 +146,7 @@ void TransformWindow::Create(EditorComponent* _editor)
suInput.SetValue(1);
suInput.SetPos(XMFLOAT2(x, y += step));
suInput.SetSize(XMFLOAT2(siz, hei));
suInput.OnInputAccepted([&](wi::gui::EventArgs args) {
suInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -168,7 +168,7 @@ void TransformWindow::Create(EditorComponent* _editor)
rollInput.SetTooltip("Roll (in degrees)\n Note: Euler angle rotations can result in precision loss from quaternion conversion!");
rollInput.SetPos(XMFLOAT2(x, y += step));
rollInput.SetSize(XMFLOAT2(siz, hei));
rollInput.OnInputAccepted([&](wi::gui::EventArgs args) {
rollInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -188,7 +188,7 @@ void TransformWindow::Create(EditorComponent* _editor)
pitchInput.SetTooltip("Pitch (in degrees)\n Note: Euler angle rotations can result in precision loss from quaternion conversion!");
pitchInput.SetPos(XMFLOAT2(x, y += step));
pitchInput.SetSize(XMFLOAT2(siz, hei));
pitchInput.OnInputAccepted([&](wi::gui::EventArgs args) {
pitchInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -208,7 +208,7 @@ void TransformWindow::Create(EditorComponent* _editor)
yawInput.SetTooltip("Yaw (in degrees)\n Note: Euler angle rotations can result in precision loss from quaternion conversion!");
yawInput.SetPos(XMFLOAT2(x, y += step));
yawInput.SetSize(XMFLOAT2(siz, hei));
yawInput.OnInputAccepted([&](wi::gui::EventArgs args) {
yawInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -232,7 +232,7 @@ void TransformWindow::Create(EditorComponent* _editor)
rxInput.SetTooltip("Rotation Quaternion.X");
rxInput.SetPos(XMFLOAT2(x, y += step));
rxInput.SetSize(XMFLOAT2(siz, hei));
rxInput.OnInputAccepted([&](wi::gui::EventArgs args) {
rxInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -248,7 +248,7 @@ void TransformWindow::Create(EditorComponent* _editor)
ryInput.SetTooltip("Rotation Quaternion.Y");
ryInput.SetPos(XMFLOAT2(x, y += step));
ryInput.SetSize(XMFLOAT2(siz, hei));
ryInput.OnInputAccepted([&](wi::gui::EventArgs args) {
ryInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -264,7 +264,7 @@ void TransformWindow::Create(EditorComponent* _editor)
rzInput.SetTooltip("Rotation Quaternion.Z");
rzInput.SetPos(XMFLOAT2(x, y += step));
rzInput.SetSize(XMFLOAT2(siz, hei));
rzInput.OnInputAccepted([&](wi::gui::EventArgs args) {
rzInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
@@ -280,7 +280,7 @@ void TransformWindow::Create(EditorComponent* _editor)
rwInput.SetTooltip("Rotation Quaternion.W");
rwInput.SetPos(XMFLOAT2(x, y += step));
rwInput.SetSize(XMFLOAT2(siz, hei));
rwInput.OnInputAccepted([&](wi::gui::EventArgs args) {
rwInput.OnInputAccepted([this](wi::gui::EventArgs args) {
TransformComponent* transform = editor->GetCurrentScene().transforms.GetComponent(entity);
if (transform != nullptr)
{