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TOLTECS: Apply CppCheck performance recommendations
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Strangerke committed Mar 2, 2014
1 parent ae258cb commit fd995fa
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Showing 4 changed files with 16 additions and 16 deletions.
2 changes: 1 addition & 1 deletion engines/toltecs/detection.cpp
Expand Up @@ -255,7 +255,7 @@ SaveStateList ToltecsMetaEngine::listSaves(const char *target) const {
Common::sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)

SaveStateList saveList;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); file++) {
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
// Obtain the last 3 digits of the filename, since they correspond to the save slot
int slotNum = atoi(file->c_str() + file->size() - 3);

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8 changes: 4 additions & 4 deletions engines/toltecs/menu.cpp
Expand Up @@ -195,15 +195,15 @@ void MenuSystem::handleKeyDown(const Common::KeyState& kbd) {
}

ItemID MenuSystem::findItemAt(int x, int y) {
for (Common::Array<Item>::iterator iter = _items.begin(); iter != _items.end(); iter++) {
for (Common::Array<Item>::iterator iter = _items.begin(); iter != _items.end(); ++iter) {
if ((*iter).enabled && (*iter).rect.contains(x, y - _top))
return (*iter).id;
}
return kItemIdNone;
}

MenuSystem::Item *MenuSystem::getItem(ItemID id) {
for (Common::Array<Item>::iterator iter = _items.begin(); iter != _items.end(); iter++) {
for (Common::Array<Item>::iterator iter = _items.begin(); iter != _items.end(); ++iter) {
if ((*iter).id == id)
return &(*iter);
}
Expand Down Expand Up @@ -323,7 +323,7 @@ void MenuSystem::initMenu(MenuID menuID) {
break;
}

for (Common::Array<Item>::iterator iter = _items.begin(); iter != _items.end(); iter++) {
for (Common::Array<Item>::iterator iter = _items.begin(); iter != _items.end(); ++iter) {
if ((*iter).enabled)
drawItem((*iter).id, false);
}
Expand Down Expand Up @@ -508,7 +508,7 @@ int MenuSystem::loadSavegamesList() {
filenames = saveFileMan->listSavefiles(pattern.c_str());
Common::sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)

for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); file++) {
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
// Obtain the last 3 digits of the filename, since they correspond to the save slot
int slotNum = atoi(file->c_str() + file->size() - 3);
if (slotNum > maxSlotNum)
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4 changes: 2 additions & 2 deletions engines/toltecs/palette.cpp
Expand Up @@ -120,7 +120,7 @@ uint16 Palette::findFragment(int16 id) {
debug(0, "Palette::findFragment(%d)", id);

uint16 result = 0;
for (PaletteFragmentArray::iterator iter = _fragments.begin(); iter != _fragments.end(); iter++) {
for (PaletteFragmentArray::iterator iter = _fragments.begin(); iter != _fragments.end(); ++iter) {
PaletteFragment fragment = *iter;
if (fragment.id == id) {
result = (fragment.count << 8) | fragment.index;
Expand Down Expand Up @@ -193,7 +193,7 @@ void Palette::saveState(Common::WriteStream *out) {

uint16 fragmentCount = _fragments.size();
out->writeUint16LE(fragmentCount);
for (PaletteFragmentArray::iterator iter = _fragments.begin(); iter != _fragments.end(); iter++) {
for (PaletteFragmentArray::iterator iter = _fragments.begin(); iter != _fragments.end(); ++iter) {
PaletteFragment fragment = *iter;
out->writeUint16LE(fragment.id);
out->writeByte(fragment.index);
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18 changes: 9 additions & 9 deletions engines/toltecs/render.cpp
Expand Up @@ -64,7 +64,7 @@ void RenderQueue::addSprite(SpriteDrawItem &sprite) {
// Add sprite sorted by priority
RenderQueueArray::iterator iter = _currQueue->begin();
while (iter != _currQueue->end() && (*iter).priority <= item.priority) {
iter++;
++iter;
}
_currQueue->insert(iter, item);

Expand Down Expand Up @@ -103,7 +103,7 @@ void RenderQueue::addMask(SegmapMaskRect &mask) {
if (rectIntersectsItem(item.rect)) {
RenderQueueArray::iterator iter = _currQueue->begin();
while (iter != _currQueue->end() && (*iter).priority <= item.priority) {
iter++;
++iter;
}
_currQueue->insert(iter, item);
}
Expand All @@ -118,7 +118,7 @@ void RenderQueue::update() {

if (!doFullRefresh) {

for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); iter++) {
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); ++iter) {
RenderQueueItem *item = &(*iter);
RenderQueueItem *prevItem = findItemInQueue(_prevQueue, *item);
if (prevItem) {
Expand All @@ -133,7 +133,7 @@ void RenderQueue::update() {
}
}

for (RenderQueueArray::iterator iter = _prevQueue->begin(); iter != _prevQueue->end(); iter++) {
for (RenderQueueArray::iterator iter = _prevQueue->begin(); iter != _prevQueue->end(); ++iter) {
RenderQueueItem *prevItem = &(*iter);
RenderQueueItem *item = findItemInQueue(_currQueue, *prevItem);
if (!item) {
Expand All @@ -144,7 +144,7 @@ void RenderQueue::update() {

restoreDirtyBackground();

for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); iter++) {
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); ++iter) {
RenderQueueItem *item = &(*iter);
if (item->flags != kUnchanged)
invalidateItemsByRect(item->rect, item);
Expand All @@ -163,7 +163,7 @@ void RenderQueue::update() {
_vm->_screen->_fullRefresh = false;
}

for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); iter++) {
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); ++iter) {
const RenderQueueItem *item = &(*iter);

if (item->flags == kRefresh || doFullRefresh) {
Expand Down Expand Up @@ -208,7 +208,7 @@ void RenderQueue::clear() {
}

bool RenderQueue::rectIntersectsItem(const Common::Rect &rect) {
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); iter++) {
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); ++iter) {
const RenderQueueItem *item = &(*iter);
if (rect.intersects(item->rect))
return true;
Expand All @@ -220,7 +220,7 @@ RenderQueueItem *RenderQueue::findItemInQueue(RenderQueueArray *queue, const Ren
/* This checks if the given item also exists in the previously drawn frame.
The state of the item (position, color etc) is handled elsewhere.
*/
for (RenderQueueArray::iterator iter = queue->begin(); iter != queue->end(); iter++) {
for (RenderQueueArray::iterator iter = queue->begin(); iter != queue->end(); ++iter) {
RenderQueueItem *prevItem = &(*iter);
if (prevItem->type == item.type) {
switch (item.type) {
Expand Down Expand Up @@ -262,7 +262,7 @@ bool RenderQueue::hasItemChanged(const RenderQueueItem &item1, const RenderQueue
}

void RenderQueue::invalidateItemsByRect(const Common::Rect &rect, const RenderQueueItem *item) {
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); iter++) {
for (RenderQueueArray::iterator iter = _currQueue->begin(); iter != _currQueue->end(); ++iter) {
RenderQueueItem *subItem = &(*iter);
if (item != subItem &&
subItem->flags == kUnchanged &&
Expand Down

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