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@@ -38,7 +38,7 @@ namespace BansheeEngine
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UINT32 numQuads;
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UINT32 depth;
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Rect bounds;
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- std::vector<GUIGroupElement> elements;
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+ vector<GUIGroupElement>::type elements;
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};
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GUIManager::GUIManager()
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@@ -199,11 +199,11 @@ namespace BansheeEngine
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return aDepth > bDepth || (aDepth ==bDepth && a.element > b.element);
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};
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- std::set<GUIGroupElement, std::function<bool(const GUIGroupElement&, const GUIGroupElement&)>> allElements(elemComp);
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+ set<GUIGroupElement, std::function<bool(const GUIGroupElement&, const GUIGroupElement&)>>::type allElements(elemComp);
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for(auto& widget : renderData.widgets)
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{
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- const std::vector<GUIElement*>& elements = widget->getElements();
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+ const vector<GUIElement*>::type& elements = widget->getElements();
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for(auto& element : elements)
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{
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@@ -217,7 +217,7 @@ namespace BansheeEngine
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// Group the elements in such a way so that we end up with a smallest amount of
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// meshes, without breaking back to front rendering order
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- std::unordered_map<UINT64, std::vector<GUIMaterialGroup>> materialGroups;
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+ unordered_map<UINT64, vector<GUIMaterialGroup>::type>::type materialGroups;
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for(auto& elem : allElements)
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{
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GUIElement* guiElem = elem.element;
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@@ -235,13 +235,13 @@ namespace BansheeEngine
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// If this is a new material, add a new list of groups
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auto findIterMaterial = materialGroups.find(materialId);
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if(findIterMaterial == end(materialGroups))
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- materialGroups[materialId] = std::vector<GUIMaterialGroup>();
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+ materialGroups[materialId] = vector<GUIMaterialGroup>::type();
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// Try to find a group this material will fit in:
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// - Group that has a depth value same or one below elements depth will always be a match
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// - Otherwise, we search higher depth values as well, but we only use them if no elements in between those depth values
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// overlap the current elements bounds.
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- std::vector<GUIMaterialGroup>& allGroups = materialGroups[materialId];
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+ vector<GUIMaterialGroup>::type& allGroups = materialGroups[materialId];
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GUIMaterialGroup* foundGroup = nullptr;
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for(auto groupIter = allGroups.rbegin(); groupIter != allGroups.rend(); ++groupIter)
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{
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@@ -319,7 +319,7 @@ namespace BansheeEngine
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// requires all elements to be unique
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};
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- std::set<GUIMaterialGroup*, std::function<bool(GUIMaterialGroup*, GUIMaterialGroup*)>> sortedGroups(groupComp);
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+ set<GUIMaterialGroup*, std::function<bool(GUIMaterialGroup*, GUIMaterialGroup*)>>::type sortedGroups(groupComp);
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for(auto& material : materialGroups)
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{
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for(auto& group : material.second)
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@@ -403,7 +403,7 @@ namespace BansheeEngine
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{
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#if CM_DEBUG_MODE
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// Checks if all referenced windows actually exist
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- std::vector<RenderWindow*> activeWindows = RenderWindowManager::instance().getRenderWindows();
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+ vector<RenderWindow*>::type activeWindows = RenderWindowManager::instance().getRenderWindows();
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for(auto& widget : mWidgets)
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{
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auto iterFind = std::find(begin(activeWindows), end(activeWindows), widget->getOwnerWindow());
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@@ -447,7 +447,7 @@ namespace BansheeEngine
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Vector4 vecLocalPos = worldTfrm.inverse() * vecScreenPos;
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Int2 localPos(Math::RoundToInt(vecLocalPos.x), Math::RoundToInt(vecLocalPos.y));
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- std::vector<GUIElement*> sortedElements = widget->getElements();
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+ vector<GUIElement*>::type sortedElements = widget->getElements();
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std::sort(sortedElements.begin(), sortedElements.end(),
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[](GUIElement* a, GUIElement* b)
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{
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