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Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared

Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
This commit is contained in:
Arseniy Shestakov
2015-12-29 05:43:33 +03:00
parent 29a7934a99
commit 9fd1cff090
73 changed files with 257 additions and 260 deletions

View File

@@ -67,7 +67,7 @@ public:
std::string dllName;
virtual ~CBattleGameInterface() {};
virtual void init(shared_ptr<CBattleCallback> CB){};
virtual void init(std::shared_ptr<CBattleCallback> CB){};
//battle call-ins
virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
@@ -82,7 +82,7 @@ public:
class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
{
public:
virtual void init(shared_ptr<CCallback> CB){};
virtual void init(std::shared_ptr<CCallback> CB){};
virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
@@ -105,9 +105,9 @@ public:
class DLL_LINKAGE CDynLibHandler
{
public:
static shared_ptr<CGlobalAI> getNewAI(std::string dllname);
static shared_ptr<CBattleGameInterface> getNewBattleAI(std::string dllname);
static shared_ptr<CScriptingModule> getNewScriptingModule(std::string dllname);
static std::shared_ptr<CGlobalAI> getNewAI(std::string dllname);
static std::shared_ptr<CBattleGameInterface> getNewBattleAI(std::string dllname);
static std::shared_ptr<CScriptingModule> getNewScriptingModule(std::string dllname);
};
class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
@@ -123,8 +123,8 @@ class DLL_LINKAGE CAdventureAI : public CGlobalAI
public:
CAdventureAI() {};
shared_ptr<CBattleGameInterface> battleAI;
shared_ptr<CBattleCallback> cbc;
std::shared_ptr<CBattleGameInterface> battleAI;
std::shared_ptr<CBattleCallback> cbc;
virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used