Silence IDE0290.
This rule recommends use of primary constructors. Apply the suggestions on simple POCOs, adjusting some to readonly/structs/records at the same time. For more complex classes, the use of primary constructors is more distracting than helpful, so silence the rule. IDEs can still offer fixes for using primary constructors, but it will not show up as a build issue.
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committed by
Gustas Kažukauskas
parent
3de6a5fd5a
commit
36660b89e9
@@ -37,19 +37,7 @@ namespace OpenRA.Graphics
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Func<float> getScale, Func<IModel> getVoxel, Func<WRot> getRotation);
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}
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public readonly struct ModelRenderData
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{
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public readonly int Start;
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public readonly int Count;
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public readonly Sheet Sheet;
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public ModelRenderData(int start, int count, Sheet sheet)
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{
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Start = start;
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Count = count;
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Sheet = sheet;
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}
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}
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public readonly record struct ModelRenderData(int Start, int Count, Sheet Sheet);
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public interface IModelCacheInfo : ITraitInfoInterface { }
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@@ -179,12 +179,6 @@ namespace OpenRA
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TriangleList,
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}
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public readonly struct Range<T>
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{
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public readonly T Start, End;
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public Range(T start, T end) { Start = start; End = end; }
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}
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public enum WindowMode
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{
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Windowed,
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@@ -14,29 +14,10 @@ using System.Runtime.InteropServices;
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namespace OpenRA.Graphics
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{
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[StructLayout(LayoutKind.Sequential)]
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public readonly struct RenderPostProcessPassVertex
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{
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public readonly float X, Y;
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public RenderPostProcessPassVertex(float x, float y)
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{
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X = x; Y = y;
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}
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}
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public readonly record struct RenderPostProcessPassVertex(float X, float Y);
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[StructLayout(LayoutKind.Sequential)]
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public readonly struct RenderPostProcessPassTexturedVertex
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{
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// 3d position
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public readonly float X, Y;
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public readonly float S, T;
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public RenderPostProcessPassTexturedVertex(float x, float y, float s, float t)
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{
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X = x; Y = y;
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S = s; T = t;
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}
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}
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public readonly record struct RenderPostProcessPassTexturedVertex(float X, float Y, float S, float T);
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public sealed class RenderPostProcessPassShaderBindings : ShaderBindings
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{
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@@ -23,21 +23,7 @@ namespace OpenRA.Graphics
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UInt = 0x1405 // GL_UNSIGNED_INT
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}
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public readonly struct ShaderVertexAttribute
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{
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public readonly string Name;
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public readonly ShaderVertexAttributeType Type;
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public readonly int Components;
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public readonly int Offset;
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public ShaderVertexAttribute(string name, ShaderVertexAttributeType type, int components, int offset)
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{
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Name = name;
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Type = type;
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Components = components;
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Offset = offset;
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}
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}
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public readonly record struct ShaderVertexAttribute(string Name, ShaderVertexAttributeType Type, int Components, int Offset);
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public abstract class ShaderBindings : IShaderBindings
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{
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