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size() -> empty()
Empty has always computational complexity O(1).
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66b576dcee
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@ -45,7 +45,7 @@ void Animator::tick(float dt) {
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}
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for (auto& b : state.boneInstances) {
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if (b.first->frames.size() == 0) continue;
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if (b.first->frames.empty()) continue;
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auto kf = b.first->getInterpolatedKeyframe(animTime);
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BoneTransform xform;
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@ -86,7 +86,7 @@ void GameData::loadLevelFile(const std::string& path) {
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currenttextureslot = "generic";
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for (std::string line, cmd; std::getline(datfile, line);) {
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if (line.size() == 0 || line[0] == '#') continue;
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if (line.empty() || line[0] == '#') continue;
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#ifndef RW_WINDOWS
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line.erase(line.size() - 1);
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#endif
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@ -258,7 +258,7 @@ VehicleObject* GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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glm::u8vec3 prim(255), sec(128);
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auto palit = data->vehiclePalettes.find(
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vti->name); // modelname is conveniently lowercase (usually)
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if (palit != data->vehiclePalettes.end() && palit->second.size() > 0) {
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if (palit != data->vehiclePalettes.end() && !palit->second.empty()) {
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std::uniform_int_distribution<int> uniform(0, palit->second.size() - 1);
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int set = uniform(randomEngine);
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prim = data->vehicleColours[palit->second[set].first];
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@ -270,7 +270,7 @@ VehicleObject* GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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auto model = vti->getModel();
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auto info = data->vehicleInfo.find(vti->handling_);
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if (model && info != data->vehicleInfo.end() &&
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info->second->wheels.size() == 0 && info->second->seats.size() == 0) {
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info->second->wheels.empty() && info->second->seats.empty()) {
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auto root = model->getFrame();
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for (const auto& frame : root->getChildren()) {
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const std::string& name = frame->getName();
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@ -97,6 +97,9 @@ struct VehicleInfo {
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size_t size() const {
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return front.size() + back.size();
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}
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bool empty() const {
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return front.empty() && back.empty();
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}
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} seats;
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};
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@ -51,7 +51,7 @@ void DebugDraw::drawContactPoint(const btVector3 &pointOnB,
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}
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void DebugDraw::flush(GameRenderer *renderer) {
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if (lines.size() == 0) {
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if (lines.empty()) {
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return;
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}
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@ -401,7 +401,7 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera& camera,
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GLuint splashTexName = 0;
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auto fc = world->state->fadeColour;
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if ((fc.r + fc.g + fc.b) == 0 && world->state->currentSplash.size() > 0) {
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if ((fc.r + fc.g + fc.b) == 0 && !world->state->currentSplash.empty()) {
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auto splash = world->data->findSlotTexture("generic", world->state->currentSplash);
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if (splash) {
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splashTexName = splash->getName();
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@ -31,7 +31,7 @@ RenderKey createKey(bool transparent, float normalizedDepth,
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uint32_t(0x7FFFFF *
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(transparent ? 1.f - normalizedDepth : normalizedDepth))
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<< 8 |
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uint8_t(0xFF & (textures.size() > 0 ? textures[0] : 0)) << 0;
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uint8_t(0xFF & (!textures.empty() ? textures[0] : 0)) << 0;
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}
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void ObjectRenderer::renderGeometry(Geometry* geom,
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@ -57,7 +57,7 @@ void ObjectRenderer::renderGeometry(Geometry* geom,
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if (geom->materials.size() > subgeom.material) {
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Geometry::Material& mat = geom->materials[subgeom.material];
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if (mat.textures.size() > 0) {
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if (!mat.textures.empty()) {
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auto tex = mat.textures[0].texture;
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if (tex) {
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if (tex->isTransparent()) {
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@ -403,13 +403,13 @@ std::string GameConfig::ParseResult::what() const {
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break;
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case ErrorType::INVALIDCONTENT:
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oss << "Error while parsing \"" << this->m_inputfilename << "\".";
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if (this->m_keys_requiredMissing.size()) {
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if (!this->m_keys_requiredMissing.empty()) {
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oss << "\nRequired keys that are missing:";
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for (auto &key : this->m_keys_requiredMissing) {
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oss << "\n - " << key;
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}
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}
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if (this->m_keys_invalidData.size()) {
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if (!this->m_keys_invalidData.empty()) {
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oss << "\nKeys that contain invalid data:";
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for (auto &key : this->m_keys_invalidData) {
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oss << "\n - " << key;
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@ -420,7 +420,7 @@ std::string GameConfig::ParseResult::what() const {
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oss << "Unknown error.";
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break;
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}
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if (this->m_unknownData.size()) {
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if (!this->m_unknownData.empty()) {
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oss << "\nUnknown configuration keys:";
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for (const auto &keyvalue : m_unknownData) {
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oss << "\n - " << keyvalue.first;
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@ -41,7 +41,7 @@ void BenchmarkState::enter() {
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if (!benchstream) break;
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benchstream >> point.angle.w;
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if (!benchstream) break;
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if (track.size() == 0) {
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if (track.empty()) {
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tmpPos = point.position;
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}
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float pointDist = glm::distance(tmpPos, point.position);
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@ -66,7 +66,7 @@ void BenchmarkState::exit() {
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}
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void BenchmarkState::tick(float dt) {
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if (track.size() > 0) {
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if (!track.empty()) {
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TrackPoint& a = track.front();
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TrackPoint& b = track.back();
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for (TrackPoint& p : track) {
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