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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Merge branch 'develop' into SpellsRefactoring4

Conflicts:
	lib/CSpellHandler.cpp
This commit is contained in:
AlexVinS 2014-11-14 05:28:23 +03:00
commit 752965ff69
10 changed files with 51 additions and 69 deletions

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@ -1240,7 +1240,7 @@ SelectionTab::SelectionTab(CMenuScreen::EState Type, const std::function<void(CM
if(tabType == CMenuScreen::saveGame)
{
txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0);
txt->filters.add(CTextInput::filenameFilter);
txt->filters += CTextInput::filenameFilter;
}
break;
@ -4236,7 +4236,7 @@ CSimpleJoinScreen::CSimpleJoinScreen()
port = new CTextInput(Rect(25, 115, 175, 16), *bg);
port->cb += std::bind(&CSimpleJoinScreen::onChange, this, _1);
port->filters.add(std::bind(&CTextInput::numberFilter, _1, _2, 0, 65535));
port->filters += std::bind(&CTextInput::numberFilter, _1, _2, 0, 65535);
ok = new CButton(Point( 26, 142), "MUBCHCK.DEF", CGI->generaltexth->zelp[560], std::bind(&CSimpleJoinScreen::enterSelectionScreen, this), SDLK_RETURN);
cancel = new CButton(Point(142, 142), "MUBCANC.DEF", CGI->generaltexth->zelp[561], std::bind(&CGuiHandler::popIntTotally, std::ref(GH), this), SDLK_ESCAPE);

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@ -1544,6 +1544,7 @@ void CBattleInterface::castThisSpell(int spellID)
ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
spellToCast = ba;
spellDestSelectMode = true;
creatureCasting = false;
//choosing possible tragets
const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;

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@ -150,7 +150,7 @@ void CButton::block(bool on)
void CButton::onButtonClicked()
{
// debug logging to figure out pressed button (and as result - player actions) in case of crash
logAnim->traceStream() << "Button clicked at " << pos.x << "x" << pos.y << ", " << callback.funcs.size() << " functions";
logAnim->traceStream() << "Button clicked at " << pos.x << "x" << pos.y;
CIntObject * parent = this->parent;
std::string prefix = "Parent is";
while (parent)
@ -352,7 +352,7 @@ bool CToggleBase::canActivate()
void CToggleBase::addCallback(std::function<void(bool)> function)
{
callback.add(function);
callback += function;
}
CToggleButton::CToggleButton(Point position, const std::string &defName, const std::pair<std::string, std::string> &help,

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@ -295,13 +295,8 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded /*= fals
void CHeroWindow::dismissCurrent()
{
CFunctionList<void()> ony = std::bind(&CHeroWindow::close,this);
//ony += std::bind(&CCallback::dismissHero, LOCPLINT->cb.get(), curHero); //can't assign bool function to void function list :(
auto dismiss = [=]() -> void
{
LOCPLINT->cb.get()->dismissHero(curHero);
};
ony += dismiss;
CFunctionList<void()> ony = [=] { close(); };
ony += [=] { LOCPLINT->cb->dismissHero(curHero); };
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[22], ony, 0, false);
}

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@ -382,8 +382,8 @@ CSplitWindow::CSplitWindow(const CCreature * creature, std::function<void(int, i
rightInput = new CTextInput(Rect(176, 218, 100, 36), FONT_BIG, std::bind(&CSplitWindow::setAmountText, this, _1, false));
//add filters to allow only number input
leftInput->filters.add(std::bind(&CTextInput::numberFilter, _1, _2, leftMin, leftMax));
rightInput->filters.add(std::bind(&CTextInput::numberFilter, _1, _2, rightMin, rightMax));
leftInput->filters += std::bind(&CTextInput::numberFilter, _1, _2, leftMin, leftMax);
rightInput->filters += std::bind(&CTextInput::numberFilter, _1, _2, rightMin, rightMax);
leftInput->setText(boost::lexical_cast<std::string>(leftAmount), false);
rightInput->setText(boost::lexical_cast<std::string>(rightAmount), false);

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@ -202,10 +202,9 @@ void CInfoWindow::showYesNoDialog(const std::string & text, const std::vector<CC
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
CInfoWindow * temp = new CInfoWindow(text, player, components ? *components : std::vector<CComponent*>(), pom, DelComps);
for(auto & elem : onYes.funcs)
temp->buttons[0]->addCallback(elem);
for(auto & elem : onNo.funcs)
temp->buttons[1]->addCallback(elem);
temp->buttons[0]->addCallback( onYes );
temp->buttons[1]->addCallback( onNo );
GH.pushInt(temp);
}

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@ -208,7 +208,7 @@
"levels" : {
"base":{
"range" : "0",
"targetModifier":{"smart":false}
"targetModifier":{"smart":true}
}
},
"immunity" : {

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@ -84,9 +84,9 @@ JsonNode toJson(QVariant object)
ret.Struct() = VariantToMap(object.toMap());
else if (object.canConvert<QVariantList>())
ret.Vector() = VariantToList(object.toList());
else if (object.type() == QMetaType::QString)
else if (static_cast<QMetaType::Type>(object.type()) == QMetaType::QString)
ret.String() = object.toString().toUtf8().data();
else if (object.type() == QMetaType::Bool)
else if (static_cast<QMetaType::Type>(object.type()) == QMetaType::Bool)
ret.Bool() = object.toBool();
else if (object.canConvert<double>())
ret.Float() = object.toFloat();

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@ -711,7 +711,7 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
});
}
const std::string targetType = json["targetType"].String();
auto targetType = json["targetType"].String();
if(targetType == "NO_TARGET")
spell->targetType = CSpell::NO_TARGET;
@ -724,6 +724,7 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
else
logGlobal->warnStream() << "Spell " << spell->name << ". Target type " << (targetType.empty() ? "empty" : "unknown ("+targetType+")") << ". Assumed NO_TARGET.";
spell->mainEffectAnim = json["anim"].Float();
for(const auto & counteredSpell: json["counters"].Struct())
@ -769,12 +770,12 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
else if(!implicitPositiveness)
{
spell->positiveness = CSpell::NEUTRAL; //duplicates constructor but, just in case
logGlobal->warnStream() << "Spell " << spell->name << ": no positiveness specified, assumed NEUTRAL";
logGlobal->errorStream() << "No positiveness specified, assumed NEUTRAL";
}
spell->isSpecial = flags["special"].Bool();
auto findBonus = [&](const std::string & name, std::vector<Bonus::BonusType> &vec)
auto findBonus = [&](std::string name, std::vector<Bonus::BonusType> &vec)
{
auto it = bonusNameMap.find(name);
if(it == bonusNameMap.end())
@ -787,7 +788,7 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
}
};
auto readBonusStruct = [&](const std::string & name, std::vector<Bonus::BonusType> &vec)
auto readBonusStruct = [&](std::string name, std::vector<Bonus::BonusType> &vec)
{
for(auto bonusData: json[name].Struct())
{
@ -804,19 +805,24 @@ CSpell * CSpellHandler::loadFromJson(const JsonNode& json)
readBonusStruct("limit", spell->limiters);
readBonusStruct("absoluteLimit", spell->absoluteLimiters);
const JsonNode & graphicsNode = json["graphics"];
spell->iconImmune = graphicsNode["iconImmune"].String();
spell->iconBook = graphicsNode["iconBook"].String();
spell->iconEffect = graphicsNode["iconEffect"].String();
spell->iconImmune = graphicsNode["iconImmune"].String();
spell->iconBook = graphicsNode["iconBook"].String();
spell->iconEffect = graphicsNode["iconEffect"].String();
spell->iconScenarioBonus = graphicsNode["iconScenarioBonus"].String();
spell->iconScroll = graphicsNode["iconScroll"].String();
spell->iconScroll = graphicsNode["iconScroll"].String();
const JsonNode & soundsNode = json["sounds"];
spell->castSound = soundsNode["cast"].String();
//load level attributes
const int levelsCount = GameConstants::SPELL_SCHOOL_LEVELS;
for(int levelIndex = 0; levelIndex < levelsCount; levelIndex++)
@ -884,6 +890,7 @@ void CSpellHandler::beforeValidate(JsonNode & object)
inheritNode("basic");
inheritNode("advanced");
inheritNode("expert");
}

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@ -15,71 +15,51 @@
template<typename Signature>
class CFunctionList
{
public:
std::vector<std::function<Signature> > funcs;
public:
CFunctionList( std::nullptr_t ) { }
CFunctionList( int ) { }
CFunctionList( ){ }
CFunctionList(int){};
CFunctionList(){};
template <typename Functor>
CFunctionList(const Functor &f)
{
funcs.push_back(std::function<Signature>(f));
}
CFunctionList(const std::function<Signature> &first)
{
if (first)
funcs.push_back(first);
}
CFunctionList(std::nullptr_t)
{}
CFunctionList & operator+=(const std::function<Signature> &first)
CFunctionList & operator+=(const CFunctionList<Signature> &first)
{
funcs.push_back(first);
for( auto & fun : first.funcs)
{
funcs.push_back(fun);
}
return *this;
}
void add(const CFunctionList<Signature> &first)
{
for (size_t i = 0; i < first.funcs.size(); i++)
{
funcs.push_back(first.funcs[i]);
}
}
void clear()
{
funcs.clear();
}
operator bool() const
{
return funcs.size();
return !funcs.empty();
}
void operator()() const
template <typename... Args>
void operator()(Args ... args) const
{
std::vector<std::function<Signature> > funcs2 = funcs; //backup
for(size_t i=0;i<funcs2.size(); ++i)
std::vector<std::function<Signature> > funcs_copy = funcs;
for( auto & fun : funcs_copy)
{
if (funcs2[i])
funcs2[i]();
}
}
template <typename Arg>
void operator()(const Arg & a) const
{
std::vector<std::function<Signature> > funcs2 = funcs; //backup
for(int i=0;i<funcs2.size(); i++)
{
if (funcs2[i])
funcs2[i](a);
}
}
// Me wants variadic templates :(
template <typename Arg1, typename Arg2>
void operator()(Arg1 & a, Arg2 & b) const
{
std::vector<std::function<Signature> > funcs2 = funcs; //backup
for(int i=0;i<funcs2.size(); i++)
{
if (funcs2[i])
funcs2[i](a, b);
if (fun)
fun(args...);
}
}
};