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-rw-r--r--source/30-game/CommonVertexIndex.cpp14
-rw-r--r--source/30-game/EditorUtils.hpp2
-rw-r--r--source/30-game/Material.cpp2
-rw-r--r--source/30-game/World.cpp2
4 files changed, 10 insertions, 10 deletions
diff --git a/source/30-game/CommonVertexIndex.cpp b/source/30-game/CommonVertexIndex.cpp
index 786274e..e9a3ce6 100644
--- a/source/30-game/CommonVertexIndex.cpp
+++ b/source/30-game/CommonVertexIndex.cpp
@@ -1,6 +1,6 @@
#include "CommonVertexIndex.hpp"
-template <class TNumber>
+template <typename TNumber>
static void AssignIndices(TNumber indices[6], TNumber startIdx) {
// Triangle #1
indices[0] = startIdx + 1; // Top right
@@ -12,7 +12,7 @@ static void AssignIndices(TNumber indices[6], TNumber startIdx) {
indices[5] = startIdx + 2; // Bottom right
}
-template <class TNumber>
+template <typename TNumber>
static void AssignIndices(TNumber indices[6], TNumber topLeft, TNumber topRight, TNumber bottomRight, TNumber bottomLeft) {
// Triangle #1
indices[0] = topRight;
@@ -24,7 +24,7 @@ static void AssignIndices(TNumber indices[6], TNumber topLeft, TNumber topRight,
indices[5] = bottomRight;
}
-template <class TVertex>
+template <typename TVertex>
static void AssignPositions(TVertex vertices[4], const Rect<float>& rect) {
// Top left
vertices[0].x = rect.x0();
@@ -40,7 +40,7 @@ static void AssignPositions(TVertex vertices[4], const Rect<float>& rect) {
vertices[3].y = rect.y1();
}
-template <class TVertex>
+template <typename TVertex>
static void AssignPositions(TVertex vertices[4], glm::vec2 bl, glm::vec2 tr) {
// Top left
vertices[0].x = bl.x;
@@ -56,7 +56,7 @@ static void AssignPositions(TVertex vertices[4], glm::vec2 bl, glm::vec2 tr) {
vertices[3].y = bl.y;
}
-template <class TVertex>
+template <typename TVertex>
static void AssignDepths(TVertex vertices[4], float z) {
for (int i = 0; i < 4; ++i) {
auto& vert = vertices[i];
@@ -64,7 +64,7 @@ static void AssignDepths(TVertex vertices[4], float z) {
}
}
-template <class TVertex>
+template <typename TVertex>
static void AssignTexCoords(TVertex vertices[4], const Subregion& texcoords) {
// Top left
vertices[0].u = texcoords.u0;
@@ -80,7 +80,7 @@ static void AssignTexCoords(TVertex vertices[4], const Subregion& texcoords) {
vertices[3].v = texcoords.v0;
}
-template <class TVertex>
+template <typename TVertex>
static void AssignColors(TVertex vertices[4], RgbaColor color) {
for (int i = 0; i < 4; ++i) {
auto& vert = vertices[i];
diff --git a/source/30-game/EditorUtils.hpp b/source/30-game/EditorUtils.hpp
index 9d15f61..96e92d3 100644
--- a/source/30-game/EditorUtils.hpp
+++ b/source/30-game/EditorUtils.hpp
@@ -65,7 +65,7 @@ float CalcImageWidth(glm::vec2 original, float targetHeight);
ImVec2 FitImage(glm::vec2 original);
// TODO get kind from T
-template <class T>
+template <typename T>
T* SimpleIresReceptor(T* existing, IEditor& editor, IresObject::Kind kind) {
if (existing) {
existing->ShowReference(editor);
diff --git a/source/30-game/Material.cpp b/source/30-game/Material.cpp
index 9b0c42d..4443ae5 100644
--- a/source/30-game/Material.cpp
+++ b/source/30-game/Material.cpp
@@ -33,7 +33,7 @@ bool TryFindShaderId(Shader* shader, std::string_view name, int& out) {
return true;
}
-template <class TUniform>
+template <typename TUniform>
TUniform& ObtainUniform(Shader* shader, const char* name, std::vector<TUniform>& uniforms, GLint location) {
for (auto& uniform : uniforms) {
if (uniform.location == location) {
diff --git a/source/30-game/World.cpp b/source/30-game/World.cpp
index d4a8344..5d3a8c5 100644
--- a/source/30-game/World.cpp
+++ b/source/30-game/World.cpp
@@ -6,7 +6,7 @@
#include <glad/glad.h>
namespace ProjectBrussel_UNITY_ID {
-template <class TFunction>
+template <typename TFunction>
void CallGameObjectRecursive(GameObject* start, TFunction&& func) {
PodVector<GameObject*> stack;
stack.push_back(start);