Using iterator pattern instead of List::Element *.

Co-authored-by: Adam Scott <ascott.ca@gmail.com>
This commit is contained in:
Yyf2333
2025-02-03 14:16:27 +08:00
committed by Yufeng Ying
parent 594d64ec24
commit 22b5ec17fb
36 changed files with 150 additions and 173 deletions

View File

@@ -1508,8 +1508,8 @@ static void _find_identifiers(const GDScriptParser::CompletionContext &p_context
List<StringName> utility_func_names;
Variant::get_utility_function_list(&utility_func_names);
for (List<StringName>::Element *E = utility_func_names.front(); E; E = E->next()) {
ScriptLanguage::CodeCompletionOption option(E->get(), ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
for (const StringName &util_func_name : utility_func_names) {
ScriptLanguage::CodeCompletionOption option(util_func_name, ScriptLanguage::CODE_COMPLETION_KIND_FUNCTION);
option.insert_text += "(";
option.display += U"(\u2026)"; // As all utility functions contain an argument or more, this is hardcoded here.
r_result.insert(option.display, option);

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@@ -543,8 +543,8 @@ Vector<LSP::Location> GDScriptWorkspace::find_all_usages(const LSP::DocumentSymb
list_script_files("res://", paths);
Vector<LSP::Location> usages;
for (List<String>::Element *PE = paths.front(); PE; PE = PE->next()) {
usages.append_array(find_usages_in_file(p_symbol, PE->get()));
for (const String &path : paths) {
usages.append_array(find_usages_in_file(p_symbol, path));
}
return usages;
}

View File

@@ -1873,7 +1873,7 @@ struct GodotNativeClassInfo {
const DocData::ClassDoc *class_doc = nullptr;
const ClassDB::ClassInfo *class_info = nullptr;
Dictionary to_json() {
Dictionary to_json() const {
Dictionary dict;
dict["name"] = name;
dict["inherits"] = class_doc->inherits;
@@ -1888,11 +1888,11 @@ struct GodotCapabilities {
*/
List<GodotNativeClassInfo> native_classes;
Dictionary to_json() {
Dictionary to_json() const {
Dictionary dict;
Array classes;
for (List<GodotNativeClassInfo>::Element *E = native_classes.front(); E; E = E->next()) {
classes.push_back(E->get().to_json());
for (const GodotNativeClassInfo &native_class : native_classes) {
classes.push_back(native_class.to_json());
}
dict["native_classes"] = classes;
return dict;