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https://github.com/vcmi/vcmi.git
synced 2024-11-21 17:17:06 +02:00
Use auto instead of redundant type in initializations using new
grep -r --include \*.h --include \*.cpp "=" * | grep -v "auto\|int\|char\|bool\|float|\double\|for\|if\|googletest\|fuzzylite\|size_t\|using\|return\|{\|}\|= \"\|= tr(\|virtual\|void" | grep -Po ".*[^ ]+ [^ ]+ [^ ]*[ ]*=.*;" | grep -v "float\|nullptr" | grep "new" | grep -v "AI/FuzzyLite" | grep \( | grep "= new" > redundant_types.txt import re with open("redundant_types.txt") as f: for line in f: line = line.strip() path = line.split(":", 1)[0] original_code = line.split(":")[1].strip() if "new " in original_code: cpp_type = original_code.split(" ")[0] if original_code.count(cpp_type) == 2: print() print(path) print(original_code) new_code = "auto "+" ".join(original_code.split(" ")[1:]) print(new_code) with open(path, "r") as f: filedata = f.read() filedata = filedata.replace(original_code, new_code) with open(path, "w") as f: f.write(filedata)
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@ -327,7 +327,7 @@ ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
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return result;
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}
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HeroActor * exchanged = new HeroActor(actor, other, newArmy, ai);
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auto * exchanged = new HeroActor(actor, other, newArmy, ai);
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exchanged->armyCost += newArmy->armyCost;
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result.actor = exchanged;
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@ -342,7 +342,7 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
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const CGObjectInstance * upgrader,
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TResources resources) const
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{
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HeroExchangeArmy * target = new HeroExchangeArmy();
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auto * target = new HeroExchangeArmy();
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auto upgradeInfo = ai->armyManager->calculateCreaturesUpgrade(army, upgrader, resources);
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if(upgradeInfo.upgradeValue)
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@ -393,7 +393,7 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
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HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
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{
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HeroExchangeArmy * target = new HeroExchangeArmy();
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auto * target = new HeroExchangeArmy();
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auto bestArmy = ai->armyManager->getBestArmy(actor->hero, army1, army2);
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for(auto & slotInfo : bestArmy)
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@ -445,7 +445,7 @@ std::string DwellingActor::toString() const
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CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
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{
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CCreatureSet * dwellingCreatures = new CCreatureSet();
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auto * dwellingCreatures = new CCreatureSet();
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for(auto & creatureInfo : dwelling->creatures)
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{
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@ -184,7 +184,7 @@ std::shared_ptr<IImage> SDLImage::scaleFast(const Point & size) const
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else
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CSDL_Ext::setDefaultColorKey(scaled);//just in case
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SDLImage * ret = new SDLImage(scaled, EImageBlitMode::ALPHA);
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auto * ret = new SDLImage(scaled, EImageBlitMode::ALPHA);
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ret->fullSize.x = (int) round((float)fullSize.x * scaleX);
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ret->fullSize.y = (int) round((float)fullSize.y * scaleY);
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@ -139,10 +139,10 @@ void Lobby::serverCommand(const ServerCommand & command) try
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int playersJoined = args[tagPoint++].toInt();
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int playersTotal = args[tagPoint++].toInt();
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QTableWidgetItem * sessionPlayerItem = new QTableWidgetItem(QString("%1/%2").arg(playersJoined).arg(playersTotal));
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auto * sessionPlayerItem = new QTableWidgetItem(QString("%1/%2").arg(playersJoined).arg(playersTotal));
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ui->sessionsTable->setItem(i, 1, sessionPlayerItem);
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QTableWidgetItem * sessionProtectedItem = new QTableWidgetItem();
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auto * sessionProtectedItem = new QTableWidgetItem();
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bool isPrivate = (args[tagPoint++] == "True");
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sessionProtectedItem->setData(Qt::UserRole, isPrivate);
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if(isPrivate)
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@ -852,7 +852,7 @@ void CModListView::loadScreenshots()
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{
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// managed to load cached image
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QIcon icon(pixmap);
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QListWidgetItem * item = new QListWidgetItem(icon, QString(tr("Screenshot %1")).arg(ui->screenshotsList->count() + 1));
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auto * item = new QListWidgetItem(icon, QString(tr("Screenshot %1")).arg(ui->screenshotsList->count() + 1));
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ui->screenshotsList->addItem(item);
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}
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}
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@ -43,7 +43,7 @@ void ImageViewer::showPixmap(QPixmap & pixmap, QWidget * parent)
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{
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assert(!pixmap.isNull());
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ImageViewer * iw = new ImageViewer(parent);
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auto * iw = new ImageViewer(parent);
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QSize size = pixmap.size();
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size.scale(iw->calculateWindowSize(), Qt::KeepAspectRatio);
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@ -79,7 +79,7 @@ UpdateDialog::~UpdateDialog()
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void UpdateDialog::showUpdateDialog(bool isManually)
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{
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UpdateDialog * dialog = new UpdateDialog(isManually);
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auto * dialog = new UpdateDialog(isManually);
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dialog->setAttribute(Qt::WA_DeleteOnClose);
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}
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@ -98,7 +98,7 @@ public:
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class DLL_LINKAGE IQuestObject
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{
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public:
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CQuest * quest = new CQuest();
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auto * quest = new CQuest();
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///Information about quest should remain accessible even if IQuestObject removed from map
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///All CQuest objects are freed in CMap destructor
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@ -586,7 +586,7 @@ void MainWindow::loadObjectsTree()
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//adding terrains
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for(auto & terrain : VLC->terrainTypeHandler->objects)
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{
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QPushButton *b = new QPushButton(QString::fromStdString(terrain->getNameTranslated()));
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auto *b = new QPushButton(QString::fromStdString(terrain->getNameTranslated()));
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ui->terrainLayout->addWidget(b);
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connect(b, &QPushButton::clicked, this, [this, terrain]{ terrainButtonClicked(terrain->getId()); });
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@ -601,7 +601,7 @@ void MainWindow::loadObjectsTree()
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//adding roads
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for(auto & road : VLC->roadTypeHandler->objects)
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{
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QPushButton *b = new QPushButton(QString::fromStdString(road->getNameTranslated()));
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auto *b = new QPushButton(QString::fromStdString(road->getNameTranslated()));
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ui->roadLayout->addWidget(b);
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connect(b, &QPushButton::clicked, this, [this, road]{ roadOrRiverButtonClicked(road->getIndex(), true); });
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}
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@ -610,7 +610,7 @@ void MainWindow::loadObjectsTree()
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//adding rivers
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for(auto & river : VLC->riverTypeHandler->objects)
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{
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QPushButton *b = new QPushButton(QString::fromStdString(river->getNameTranslated()));
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auto *b = new QPushButton(QString::fromStdString(river->getNameTranslated()));
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ui->riverLayout->addWidget(b);
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connect(b, &QPushButton::clicked, this, [this, river]{ roadOrRiverButtonClicked(river->getIndex(), false); });
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}
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@ -128,7 +128,7 @@ void ObjectBrowser::startDrag(Qt::DropActions supportedActions)
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if(!mimeData)
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return;
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QDrag *drag = new QDrag(this);
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auto *drag = new QDrag(this);
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drag->setMimeData(mimeData);
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drag->exec(supportedActions);
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}
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@ -85,7 +85,7 @@ public:
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UnitFake & add(ui8 side)
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{
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UnitFake * unit = new UnitFake();
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auto * unit = new UnitFake();
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EXPECT_CALL(*unit, unitSide()).WillRepeatedly(Return(side));
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unit->setDefaultExpectations();
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@ -46,7 +46,7 @@ void UnitFake::expectAnyBonusSystemCall()
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UnitFake & UnitsFake::add(ui8 side)
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{
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UnitFake * unit = new UnitFake();
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auto * unit = new UnitFake();
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ON_CALL(*unit, unitSide()).WillByDefault(Return(side));
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unit->redirectBonusesToFake();
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