From 4df1557523600dab1aec2215653b98d3fef51862 Mon Sep 17 00:00:00 2001 From: "Eunki, Hong" Date: Tue, 20 Feb 2024 15:14:06 +0900 Subject: [PATCH] Fix coverity issue : auto cause copy Make some auto as const auto& if we can Change-Id: Icb8f1cb3e4c0c1559f03b049c630655a2885f0cb Signed-off-by: Eunki, Hong --- dali/internal/event/actors/actor-coords.cpp | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/dali/internal/event/actors/actor-coords.cpp b/dali/internal/event/actors/actor-coords.cpp index 706a6b9..a4de54f 100644 --- a/dali/internal/event/actors/actor-coords.cpp +++ b/dali/internal/event/actors/actor-coords.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2023 Samsung Electronics Co., Ltd. + * Copyright (c) 2024 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -292,7 +292,7 @@ const Vector2 CalculateActorScreenPosition(const Actor& actor) Vector3 worldPosition = RetrieveCalculatedWorldPosition(actor, worldTransformMatrix); Vector3 actorSize = CalculateScaledActorSize(actor, worldTransformMatrix); - auto sceneSize = actor.GetScene().GetSize(); + const auto& sceneSize = actor.GetScene().GetSize(); Vector2 screenPositionTopLeft = CalculateActorTopLeftScreenPosition(sceneSize, actorSize, worldPosition); Vector2 anchorPointOffSet = (actorSize * actor.GetAnchorPointForPosition()).GetVectorXY(); @@ -310,7 +310,7 @@ const Vector2 CalculateCurrentActorScreenPosition(const Actor& actor, BufferInde Vector3 worldPosition = CalculateCurrentWorldPosition(actor, bufferIndex); Vector3 actorSize = CalculateCurrentScaledActorSize(actor, bufferIndex); - auto sceneSize = actor.GetScene().GetCurrentSurfaceRect(); // Use the update object's size + const auto& sceneSize = actor.GetScene().GetCurrentSurfaceRect(); // Use the update object's size Vector2 screenPositionTopLeft = CalculateActorTopLeftScreenPosition(sceneSize, actorSize, worldPosition); Vector2 anchorPointOffSet = (actorSize * actor.GetAnchorPointForPosition()).GetVectorXY(); @@ -331,7 +331,7 @@ Rect<> CalculateActorScreenExtents(const Actor& actor) Vector3 worldPosition = RetrieveCalculatedWorldPosition(actor, worldTransformMatrix); Vector3 actorSize = CalculateScaledActorSize(actor, worldTransformMatrix); - auto sceneSize = actor.GetScene().GetSize(); + const auto& sceneSize = actor.GetScene().GetSize(); position2 = CalculateActorTopLeftScreenPosition(sceneSize, actorSize, worldPosition); size2 = Vector2(actorSize.width, actorSize.height); @@ -348,7 +348,7 @@ Rect<> CalculateCurrentActorScreenExtents(const Actor& actor, BufferIndex buffer Vector3 worldPosition = CalculateCurrentWorldPosition(actor, bufferIndex); Vector3 actorSize = CalculateCurrentScaledActorSize(actor, bufferIndex); - auto sceneSize = actor.GetScene().GetCurrentSurfaceRect(); // Use the update object's size + const auto& sceneSize = actor.GetScene().GetCurrentSurfaceRect(); // Use the update object's size position2 = CalculateActorTopLeftScreenPosition(sceneSize, actorSize, worldPosition); size2 = Vector2(actorSize.width, actorSize.height); @@ -460,7 +460,7 @@ const Vector2 CalculateActorScreenPositionRenderTaskList(const Actor& actor) Vector2 result; if(actor.OnScene()) { - auto worldMatrix = Dali::Internal::CalculateActorWorldTransform(actor); + auto worldMatrix = Dali::Internal::CalculateActorWorldTransform(actor); const auto& renderTaskList = actor.GetScene().GetRenderTaskList(); ConvertLocalToScreenRenderTaskList(renderTaskList, actor, worldMatrix, actor.GetTargetSize() * (actor.GetAnchorPointForPosition() - Vector3(0.5f, 0.5f, 0.5f)), result.x, result.y); @@ -473,8 +473,8 @@ const Vector2 CalculateCurrentActorScreenPositionRenderTaskList(const Actor& act Vector2 result; if(actor.OnScene()) { - const auto& node = actor.GetNode(); - const auto& worldMatrix = node.GetWorldMatrix(bufferIndex); + const auto& node = actor.GetNode(); + const auto& worldMatrix = node.GetWorldMatrix(bufferIndex); const auto& renderTaskList = actor.GetScene().GetRenderTaskList(); ConvertLocalToScreenRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex) * (actor.GetAnchorPointForPosition() - Vector3(0.5f, 0.5f, 0.5f)), result.x, result.y); @@ -616,8 +616,8 @@ Rect<> CalculateCurrentActorScreenExtentsRenderTaskList(const Actor& actor, Buff if(actor.OnScene()) { - const auto& node = actor.GetNode(); - const auto& worldMatrix = node.GetWorldMatrix(bufferIndex); + const auto& node = actor.GetNode(); + const auto& worldMatrix = node.GetWorldMatrix(bufferIndex); const auto& renderTaskList = actor.GetScene().GetRenderTaskList(); ConvertLocalToScreenExtentRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex), result); -- 2.7.4