Avoid -Wnon-virtual-dtor warnings
This was SVN commit r7416.
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@ -43,6 +43,7 @@ private:
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struct OutputCB
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{
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virtual ~OutputCB() { }
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virtual void operator() (const char* data, unsigned int length)=0;
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};
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@ -26,6 +26,8 @@
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// calculate frequency of events (tuned for 100 Hz)
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struct IFrequencyFilter
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{
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virtual ~IFrequencyFilter() {}
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virtual void Update(double value) = 0;
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// smoothed but rapidly tracked frequency
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@ -95,6 +95,8 @@ class CMessageSocket;
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class IMessagePipeEnd
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{
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public:
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virtual ~IMessagePipeEnd() {}
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/**
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* Push a message on the output queue. It will be freed when popped of the
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* queue, not by the caller. The pointer must point to memory that can be
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@ -75,6 +75,8 @@
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class ISerializable
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{
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public:
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virtual ~ISerializable() {}
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/**
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* Return the length of the serialized form of this object
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*/
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@ -147,7 +147,7 @@ class CFsm
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public:
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CFsm( void );
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~CFsm( void );
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virtual ~CFsm( void );
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/**
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* Constructs the state machine. This method must be overriden so that
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@ -40,8 +40,11 @@ class SceneCollector;
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*
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* @see CRenderer::RenderScene
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*/
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class Scene {
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class Scene
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{
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public:
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virtual ~Scene() {}
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/**
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* Send all objects that can be seen when rendering the given frustum
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* to the scene collector.
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@ -58,8 +61,11 @@ public:
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*
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* @see Scene::EnumerateObjects
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*/
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class SceneCollector {
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class SceneCollector
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{
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public:
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virtual ~SceneCollector() {}
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/**
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* Submit a terrain patch that is part of the scene.
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*/
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@ -60,6 +60,7 @@ public:
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virtual void AddProperty( const CStrW& PropertyName, const CStrW& Value ) = 0;
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inline IJSObject() {}
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virtual ~IJSObject() {}
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};
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template<typename T, bool ReadOnly = false> class CJSObject;
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@ -163,6 +163,7 @@ class AStarGoalBase
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{
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public:
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AStarGoalBase() {}
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virtual ~AStarGoalBase() {}
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virtual void SetDestination( const CVector2D& ) = 0;
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virtual void SetRadius( float r ) = 0;
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virtual float DistanceToGoal( const CVector2D& ) = 0;
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@ -33,6 +33,7 @@ class CBoundingObject
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{
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public:
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CBoundingObject() {}
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virtual ~CBoundingObject() {}
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enum EBoundingType
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{
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BOUND_NONE,
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@ -26,6 +26,8 @@
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class IAtlasSerialiser
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{
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public:
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virtual ~IAtlasSerialiser() { }
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// Freeze/Thaw are mainly used by the 'undo' system, to take a snapshot
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// of the a GUI component's state, and to revert to that snapshot.
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// obj.Thaw(obj.Freeze()) should leave the component's contents unchanged.
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@ -111,6 +111,7 @@ protected:
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struct State
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{
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virtual ~State() {}
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virtual void OnEnter(T* WXUNUSED(obj)) {}
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virtual void OnLeave(T* WXUNUSED(obj)) {}
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virtual void OnTick (T* WXUNUSED(obj), float WXUNUSED(dt)) {}
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@ -38,7 +38,7 @@ namespace DatafileIO
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public:
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enum whence { FROM_START, FROM_END, FROM_CURRENT };
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virtual ~Stream() {};
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virtual ~Stream() {}
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virtual off_t Tell() const = 0;
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virtual bool IsOk() const = 0;
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};
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@ -46,6 +46,7 @@ namespace DatafileIO
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class SeekableStream
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{
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public:
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virtual ~SeekableStream() {}
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virtual void Seek(off_t pos, Stream::whence mode) = 0;
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};
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@ -29,12 +29,14 @@ struct QueryMessage;
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class MessagePasser
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{
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public:
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virtual void Add(IMessage*)=0;
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virtual ~MessagePasser() {}
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virtual void Add(IMessage*) = 0;
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// takes ownership of IMessage object
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virtual IMessage* Retrieve()=0;
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virtual IMessage* Retrieve() = 0;
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virtual void Query(QueryMessage*, void(*timeoutCallback)())=0;
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virtual void Query(QueryMessage*, void(*timeoutCallback)()) = 0;
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// blocks; caller retains ownership of QueryMessage object
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};
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