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Add final specifiers in implementation files
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315 changed files with 1031 additions and 1025 deletions
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@ -41,7 +41,7 @@ extern Array<AppInactivityCallback*> appBecomingInactiveCallbacks;
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// On iOS, all GL calls will crash when the app is running in the background, so
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// this prevents them from happening (which some messy locking behaviour)
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struct iOSBackgroundProcessCheck : public AppInactivityCallback
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struct iOSBackgroundProcessCheck final : public AppInactivityCallback
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{
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iOSBackgroundProcessCheck() { isBackgroundProcess(); appBecomingInactiveCallbacks.add (this); }
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~iOSBackgroundProcessCheck() override { appBecomingInactiveCallbacks.removeAllInstancesOf (this); }
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@ -92,7 +92,7 @@ static bool contextHasTextureNpotFeature()
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}
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//==============================================================================
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class OpenGLContext::CachedImage : public CachedComponentImage
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class OpenGLContext::CachedImage final : public CachedComponentImage
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{
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template <typename T, typename U>
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static constexpr bool isFlagSet (const T& t, const U& u) { return (t & u) != 0; }
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@ -659,7 +659,7 @@ public:
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}
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//==============================================================================
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struct BlockingWorker : public OpenGLContext::AsyncWorker
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struct BlockingWorker final : public OpenGLContext::AsyncWorker
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{
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BlockingWorker (OpenGLContext::AsyncWorker::Ptr && workerToUse)
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: originalWorker (std::move (workerToUse))
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@ -899,7 +899,7 @@ public:
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}
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//==============================================================================
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class BufferSwapper : private AsyncUpdater
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class BufferSwapper final : private AsyncUpdater
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{
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public:
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explicit BufferSwapper (CachedImage& img)
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@ -1061,8 +1061,8 @@ public:
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};
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//==============================================================================
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class OpenGLContext::Attachment : public ComponentMovementWatcher,
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private Timer
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class OpenGLContext::Attachment final : public ComponentMovementWatcher,
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private Timer
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{
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public:
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Attachment (OpenGLContext& c, Component& comp)
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@ -1520,7 +1520,7 @@ void OpenGLContext::copyTexture (const Rectangle<int>& targetClipArea,
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{
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OpenGLRendering::SavedBinding<OpenGLRendering::TraitsVAO> vaoBinding;
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struct OverlayShaderProgram : public ReferenceCountedObject
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struct OverlayShaderProgram final : public ReferenceCountedObject
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{
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OverlayShaderProgram (OpenGLContext& context)
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: program (context), params (program)
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@ -1541,7 +1541,7 @@ void OpenGLContext::copyTexture (const Rectangle<int>& targetClipArea,
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return *program;
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}
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struct BuiltProgram : public OpenGLShaderProgram
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struct BuiltProgram final : public OpenGLShaderProgram
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{
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explicit BuiltProgram (OpenGLContext& ctx)
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: OpenGLShaderProgram (ctx)
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