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Add final specifiers in implementation files

This commit is contained in:
Tom Poole 2023-10-06 13:08:34 +01:00
parent aee5a3a45e
commit 6bf9bb9a2e
315 changed files with 1031 additions and 1025 deletions

View file

@ -41,7 +41,7 @@ extern Array<AppInactivityCallback*> appBecomingInactiveCallbacks;
// On iOS, all GL calls will crash when the app is running in the background, so
// this prevents them from happening (which some messy locking behaviour)
struct iOSBackgroundProcessCheck : public AppInactivityCallback
struct iOSBackgroundProcessCheck final : public AppInactivityCallback
{
iOSBackgroundProcessCheck() { isBackgroundProcess(); appBecomingInactiveCallbacks.add (this); }
~iOSBackgroundProcessCheck() override { appBecomingInactiveCallbacks.removeAllInstancesOf (this); }
@ -92,7 +92,7 @@ static bool contextHasTextureNpotFeature()
}
//==============================================================================
class OpenGLContext::CachedImage : public CachedComponentImage
class OpenGLContext::CachedImage final : public CachedComponentImage
{
template <typename T, typename U>
static constexpr bool isFlagSet (const T& t, const U& u) { return (t & u) != 0; }
@ -659,7 +659,7 @@ public:
}
//==============================================================================
struct BlockingWorker : public OpenGLContext::AsyncWorker
struct BlockingWorker final : public OpenGLContext::AsyncWorker
{
BlockingWorker (OpenGLContext::AsyncWorker::Ptr && workerToUse)
: originalWorker (std::move (workerToUse))
@ -899,7 +899,7 @@ public:
}
//==============================================================================
class BufferSwapper : private AsyncUpdater
class BufferSwapper final : private AsyncUpdater
{
public:
explicit BufferSwapper (CachedImage& img)
@ -1061,8 +1061,8 @@ public:
};
//==============================================================================
class OpenGLContext::Attachment : public ComponentMovementWatcher,
private Timer
class OpenGLContext::Attachment final : public ComponentMovementWatcher,
private Timer
{
public:
Attachment (OpenGLContext& c, Component& comp)
@ -1520,7 +1520,7 @@ void OpenGLContext::copyTexture (const Rectangle<int>& targetClipArea,
{
OpenGLRendering::SavedBinding<OpenGLRendering::TraitsVAO> vaoBinding;
struct OverlayShaderProgram : public ReferenceCountedObject
struct OverlayShaderProgram final : public ReferenceCountedObject
{
OverlayShaderProgram (OpenGLContext& context)
: program (context), params (program)
@ -1541,7 +1541,7 @@ void OpenGLContext::copyTexture (const Rectangle<int>& targetClipArea,
return *program;
}
struct BuiltProgram : public OpenGLShaderProgram
struct BuiltProgram final : public OpenGLShaderProgram
{
explicit BuiltProgram (OpenGLContext& ctx)
: OpenGLShaderProgram (ctx)