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Code style: add empty parameter list to all lambda expressions (#345)
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@ -1165,7 +1165,7 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
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for (auto & component : components)
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intComps.push_back(new CComponent(component)); //will be deleted by close in window
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showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps);
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showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, true, intComps);
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}
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else if (selection)
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{
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@ -1434,7 +1434,7 @@ bool CPlayerInterface::altPressed() const
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void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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auto onEnd = [=]{ cb->selectionMade(0, queryID); };
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auto onEnd = [=](){ cb->selectionMade(0, queryID); };
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if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
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{
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@ -1608,7 +1608,7 @@ void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
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auto state = obj->shipyardStatus();
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std::vector<si32> cost;
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obj->getBoatCost(cost);
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CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
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CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
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GH.pushInt(csw);
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}
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@ -2705,7 +2705,7 @@ void CPlayerInterface::waitForAllDialogs(bool unlockPim)
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void CPlayerInterface::proposeLoadingGame()
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{
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showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
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showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
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}
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CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
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