class RenderTaskList
{
public:
-
- typedef OwnerContainer< RenderTask* > RenderTaskContainer;
+ using RenderTaskContainer = OwnerContainer<RenderTask*>;
/**
* Construct a new RenderTaskList.
inline void AddTaskMessage( EventThreadServices& eventThreadServices, const RenderTaskList& list, OwnerPointer< RenderTask >& task )
{
// Message has ownership of the RenderTask while in transit from event -> update
- typedef MessageValue1< RenderTaskList, OwnerPointer< RenderTask > > LocalType;
+ using LocalType = MessageValue1<RenderTaskList, OwnerPointer<RenderTask> >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Scene graph thread can destroy this object.
RenderTask& task = const_cast< RenderTask& >( constTask );
- typedef MessageValue1< RenderTaskList, RenderTask* > LocalType;
+ using LocalType = MessageValue1<RenderTaskList, RenderTask*>;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );