Use "override" keyword instead of "virtual".
"override" provides a compile-time gaurantee that the function is indeed overriding a virtual function. This prevents the potential mistake of creating a new virtual function rather than overriding the original. I happened to notice we could use "override" here instead of "virtual". Might as well tidy up a bit. Test: Built locally BUG=115613038 Change-Id: I7f43f4a466d8ceaa1b863d6a2af054e69618d0c8
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@@ -42,10 +42,10 @@ AwDrawGLFunction* g_aw_drawgl_function = NULL;
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class DrawGLFunctor : public Functor {
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public:
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explicit DrawGLFunctor(jlong view_context) : view_context_(view_context) {}
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virtual ~DrawGLFunctor() {}
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~DrawGLFunctor() override {}
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// Functor
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virtual status_t operator ()(int what, void* data) {
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status_t operator ()(int what, void* data) override {
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using uirenderer::DrawGlInfo;
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if (!g_aw_drawgl_function) {
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ALOGE("Cannot draw: no DrawGL Function installed");
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