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authorDan Goodliffe <dan@randomdan.homeip.net>2025-03-22 13:01:14 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2025-03-22 13:01:14 +0000
commit163c8f75265054a168cc1e2750a0adb40fb08d83 (patch)
tree3f5aeb2c912fe079029e53fcd5aa29e5f245c814 /game
parentInvert how shared/unique is specified for Collection (diff)
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Make Collections::objects protected, extend interface
Keeps all required features accessible, but through a controlled interface.
Diffstat (limited to 'game')
-rw-r--r--game/network/network.impl.h8
-rw-r--r--game/network/rail.cpp2
2 files changed, 5 insertions, 5 deletions
diff --git a/game/network/network.impl.h b/game/network/network.impl.h
index 0a2f9ca..294f696 100644
--- a/game/network/network.impl.h
+++ b/game/network/network.impl.h
@@ -8,7 +8,7 @@ template<typename T, typename... Links>
void
NetworkOf<T, Links...>::joinLinks(const Link::Ptr & l) const
{
- for (const auto & ol : links.objects) {
+ for (const auto & ol : links) {
Network::joinLinks(l, ol);
}
}
@@ -18,11 +18,11 @@ Link::Ptr
NetworkOf<T, Links...>::intersectRayLinks(const Ray<GlobalPosition3D> & ray) const
{
// Click link
- if (const auto link = std::find_if(links.objects.begin(), links.objects.end(),
+ if (const auto link = std::find_if(links.begin(), links.end(),
[&ray](const std::shared_ptr<T> & link) {
return link->intersectRay(ray);
});
- link != links.objects.end()) {
+ link != links.end()) {
return *link;
}
return {};
@@ -32,7 +32,7 @@ template<typename T, typename... Links>
float
NetworkOf<T, Links...>::findNodeDirection(Node::AnyCPtr n) const
{
- for (const auto & l : links.objects) {
+ for (const auto & l : links) {
for (const auto & e : l->ends) {
// cppcheck-suppress useStlAlgorithm
if (e.node.get() == n.get()) {
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 5ce6036..dfe1dca 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -168,7 +168,7 @@ namespace {
void
RailLinks::render(const SceneShader & shader, const Frustum &) const
{
- if (!links.objects.empty()) {
+ if (!links.empty()) {
texture->bind();
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1, 0);