Legacy cleanup, part 2 (#3659)

* Legacy cleanup, part 2

There are still things that can be removed, those will be likely done in part three:
`The Return of the Cleanup` :)

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Fix windows build

Somehow there were some unfixed errors from enabled warnings?
I'm unsure if I've pulled repo in unstable state, or those were somehow
missed.

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
This commit is contained in:
Artur K
2021-08-30 22:40:02 +02:00
committed by GitHub
parent fa0f2a1007
commit 96a5f06ca3
116 changed files with 189 additions and 18706 deletions
@@ -561,7 +561,7 @@ LyShine::EntityArray UiElementComponent::FindAllChildrenIntersectingRect(const A
// Check children of this child first
// child elements do not have to be contained in the parent element's bounds
LyShine::EntityArray childMatches = childElementComponent->FindAllChildrenIntersectingRect(bound0, bound1, isInGame);
result.push_back(childMatches);
result.insert(result.end(),childMatches.begin(),childMatches.end());
bool isSelectable = true;
if (!isInGame)
@@ -943,7 +943,7 @@ bool UiElementComponent::GetAreElementAndAncestorsEnabled()
{
return m_parentElementComponent->GetAreElementAndAncestorsEnabled();
}
return true;
}
@@ -1327,7 +1327,7 @@ void UiElementComponent::Reflect(AZ::ReflectContext* context)
serializeContext->Class<ChildEntityIdOrderEntry>()
// Persistent IDs for this are simply the entity id
->PersistentId([](const void* instance) -> AZ::u64
{
{
const ChildEntityIdOrderEntry* entry = reinterpret_cast<const ChildEntityIdOrderEntry*>(instance);
return static_cast<AZ::u64>(entry->m_entityId);
})
@@ -1680,7 +1680,7 @@ void UiElementComponent::OnPatchEnd(const AZ::DataPatchNodeInfo& patchInfo)
entityIdLoaded = true;
}
}
if (entityIdLoaded)
{
oldChildrenDataPatchFound = true;
@@ -1812,7 +1812,7 @@ void UiElementComponent::OnPatchEnd(const AZ::DataPatchNodeInfo& patchInfo)
m_childEntityIdOrder.push_back({elementChanged.second, m_childEntityIdOrder.size()});
}
}
// sort the added elements by index
AZStd::sort(elementsAdded.begin(), elementsAdded.end());
for (auto& elementAdded : elementsAdded)