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
This commit is contained in:
Chris Blume
2018-11-19 14:25:31 -08:00
parent e9f5e86054
commit 0fd02aa33d

View File

@@ -42,10 +42,10 @@ AwDrawGLFunction* g_aw_drawgl_function = NULL;
class DrawGLFunctor : public Functor {
public:
explicit DrawGLFunctor(jlong view_context) : view_context_(view_context) {}
virtual ~DrawGLFunctor() {}
~DrawGLFunctor() override {}
// Functor
virtual status_t operator ()(int what, void* data) {
status_t operator ()(int what, void* data) override {
using uirenderer::DrawGlInfo;
if (!g_aw_drawgl_function) {
ALOGE("Cannot draw: no DrawGL Function installed");