replace iterator variable types with auto
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@@ -78,7 +78,7 @@ void Source::updateClipIDs(const std::map<Tile::ID, ClipID> &mapping) {
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}
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void Source::updateMatrices(const mat4 &projMatrix, const TransformState &transform) {
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for (std::pair<const Tile::ID, std::unique_ptr<Tile>> &pair : tiles) {
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for (const auto& pair : tiles) {
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Tile &tile = *pair.second;
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transform.matrixFor(tile.matrix, tile.id);
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matrix::multiply(tile.matrix, projMatrix, tile.matrix);
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@@ -90,7 +90,7 @@ size_t Source::getTileCount() const {
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}
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void Source::drawClippingMasks(Painter &painter) {
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for (std::pair<const Tile::ID, std::unique_ptr<Tile>> &pair : tiles) {
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for (const auto& pair : tiles) {
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Tile &tile = *pair.second;
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gl::group group(std::string { "mask: " } + std::string(tile.id));
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painter.drawClippingMask(tile.matrix, tile.clip);
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@@ -99,7 +99,7 @@ void Source::drawClippingMasks(Painter &painter) {
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void Source::render(Painter &painter, const StyleLayer &layer_desc) {
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gl::group group(std::string { "layer: " } + layer_desc.id);
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for (const std::pair<const Tile::ID, std::unique_ptr<Tile>> &pair : tiles) {
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for (const auto& pair : tiles) {
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Tile &tile = *pair.second;
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if (tile.data && tile.data->state == TileData::State::parsed) {
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painter.renderTileLayer(tile, layer_desc, tile.matrix);
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@@ -115,7 +115,7 @@ void Source::render(Painter &painter, const StyleLayer &layer_desc, const Tile::
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}
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void Source::finishRender(Painter &painter) {
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for (std::pair<const Tile::ID, std::unique_ptr<Tile>> &pair : tiles) {
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for (const auto& pair : tiles) {
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Tile &tile = *pair.second;
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painter.renderTileDebug(tile);
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}
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@@ -252,7 +252,7 @@ bool Source::findLoadedChildren(const Tile::ID& id, int32_t maxCoveringZoom, std
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bool complete = true;
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int32_t z = id.z;
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auto ids = id.children(z + 1);
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for (const Tile::ID& child_id : ids) {
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for (const auto& child_id : ids) {
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const TileData::State state = hasTile(child_id);
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if (state == TileData::State::parsed) {
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retain.emplace_front(child_id);
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@@ -314,7 +314,7 @@ void Source::update(Map &map,
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std::forward_list<Tile::ID> retain(required);
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// Add existing child/parent tiles if the actual tile is not yet loaded
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for (const Tile::ID& id : required) {
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for (const auto& id : required) {
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const TileData::State state = addTile(map, worker, style, glyphAtlas, glyphStore,
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spriteAtlas, sprite, texturePool, id, callback);
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