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Avoid boost::optional assignment for Boost 1.64 compatibility (#360)
Two options here: to use emplace from 1.56 or boost::make_optional. Unfortunately Ubuntu 14.04 is using 1.54 and I'd rather not to break it.
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@ -3697,7 +3697,7 @@ void CBonusSelection::updateBonusSelection()
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anim->setCustom(picName, 0);
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bonusButton->setImage(anim);
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const SDL_Color brightYellow = { 242, 226, 110, 0 };
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bonusButton->borderColor = brightYellow;
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bonusButton->borderColor = boost::make_optional(brightYellow);
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bonuses->addToggle(i, bonusButton);
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}
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@ -3710,7 +3710,7 @@ void CBonusSelection::updateBonusSelection()
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void CBonusSelection::updateCampaignState()
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{
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ourCampaign->currentMap = selectedMap;
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ourCampaign->currentMap = boost::make_optional(selectedMap);
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if (selectedBonus)
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ourCampaign->chosenCampaignBonuses[selectedMap] = *selectedBonus;
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}
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@ -3777,7 +3777,7 @@ void CBonusSelection::selectBonus(int id)
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// have to be undrawn/drawn.
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if (!selectedBonus || *selectedBonus != id)
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{
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selectedBonus = id;
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selectedBonus = boost::make_optional(id);
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GH.totalRedraw();
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updateStartButtonState(id);
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@ -701,7 +701,7 @@ void BattleAttack::applyCl(CClient *cl)
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void StartAction::applyFirstCl(CClient *cl)
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{
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cl->curbaction = ba;
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cl->curbaction = boost::make_optional(ba);
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(actionStarted, ba);
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}
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@ -350,7 +350,7 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect
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bg->colorize(owner.playerID);
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exit = new CButton (Point(384, 505), "iok6432.def", std::make_pair("", ""), [&](){ bExitf();}, SDLK_RETURN);
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exit->borderColor = Colors::METALLIC_GOLD;
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exit->borderColor = boost::make_optional(Colors::METALLIC_GOLD);
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if(br.winner==0) //attacker won
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{
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@ -1432,11 +1432,11 @@ CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Buildin
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std::string tooltipNo = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->Name());
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CButton * buy = new CButton(Point(45, 446), "IBUY30", CButton::tooltip(tooltipYes), [&](){ buyFunc(); }, SDLK_RETURN);
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buy->borderColor = Colors::METALLIC_GOLD;
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buy->borderColor = boost::make_optional(Colors::METALLIC_GOLD);
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buy->block(state!=7 || LOCPLINT->playerID != town->tempOwner);
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CButton * cancel = new CButton(Point(290, 445), "ICANCEL", CButton::tooltip(tooltipNo), [&](){ close();}, SDLK_ESCAPE);
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cancel->borderColor = Colors::METALLIC_GOLD;
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cancel->borderColor = boost::make_optional(Colors::METALLIC_GOLD);
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}
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}
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@ -920,8 +920,8 @@ CStackWindow::CStackWindow(const CStackInstance * stack, std::function<void()> d
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info->creature = stack->type;
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info->creatureCount = stack->count;
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info->upgradeInfo = StackWindowInfo::StackUpgradeInfo();
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info->dismissInfo = StackWindowInfo::StackDismissInfo();
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info->upgradeInfo = boost::make_optional(StackWindowInfo::StackUpgradeInfo());
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info->dismissInfo = boost::make_optional(StackWindowInfo::StackDismissInfo());
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info->upgradeInfo->info = upgradeInfo;
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info->upgradeInfo->callback = callback;
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info->dismissInfo->callback = dismiss;
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@ -950,7 +950,7 @@ CStackWindow::CStackWindow(const CCommanderInstance * commander, std::vector<ui3
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info->creature = commander->type;
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info->commander = commander;
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info->creatureCount = 1;
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info->levelupInfo = StackWindowInfo::CommanderLevelInfo();
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info->levelupInfo = boost::make_optional(StackWindowInfo::CommanderLevelInfo());
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info->levelupInfo->skills = skills;
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info->levelupInfo->callback = callback;
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info->owner = dynamic_cast<const CGHeroInstance *> (commander->armyObj);
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@ -1057,7 +1057,7 @@ CPuzzleWindow::CPuzzleWindow(const int3 &GrailPos, double discoveredRatio):
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quitb = new CButton(Point(670, 538), "IOK6432.DEF", CButton::tooltip(CGI->generaltexth->allTexts[599]), std::bind(&CPuzzleWindow::close, this), SDLK_RETURN);
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quitb->assignedKeys.insert(SDLK_ESCAPE);
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quitb->borderColor = Colors::METALLIC_GOLD;
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quitb->borderColor = boost::make_optional(Colors::METALLIC_GOLD);
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new CPicture("PUZZLOGO", 607, 3);
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new CLabel(700, 95, FONT_BIG, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[463]);
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@ -126,7 +126,7 @@ CInfoWindow::CInfoWindow(std::string Text, PlayerColor player, const TCompsInfo
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for(auto & Button : Buttons)
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{
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CButton *button = new CButton(Point(0,0), Button.first, CButton::tooltip(), std::bind(&CInfoWindow::close,this));
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button->borderColor = Colors::METALLIC_GOLD;
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button->borderColor = boost::make_optional(Colors::METALLIC_GOLD);
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button->addCallback(Button.second); //each button will close the window apart from call-defined actions
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buttons.push_back(button);
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}
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@ -1146,7 +1146,8 @@ DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
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{
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if (playerState.daysWithoutCastle)
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++(*playerState.daysWithoutCastle);
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else playerState.daysWithoutCastle = 0;
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else
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playerState.daysWithoutCastle = boost::make_optional(0);
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}
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else
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{
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@ -34,7 +34,7 @@ std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::bat
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if(!perspective)
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{
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//if no particular perspective request, use default one
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perspective = battleGetMySide();
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perspective = boost::make_optional(battleGetMySide());
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}
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else
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{
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@ -1441,12 +1441,12 @@ boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill(CRandomGenera
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if(learnedSecondarySkills.empty())
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{
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// there are only new skills to learn, so choose anyone of them
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chosenSecondarySkill = *RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand);
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chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand));
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}
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else
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{
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// preferably upgrade a already learned secondary skill
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chosenSecondarySkill = *RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand);
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chosenSecondarySkill = boost::make_optional(*RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand));
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}
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}
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return chosenSecondarySkill;
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@ -496,9 +496,10 @@ public:
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load( present );
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if(present)
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{
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//TODO: replace with emplace once we start request Boost 1.56+, see PR360
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T t;
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load(t);
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data = std::move(t);
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data = boost::make_optional(std::move(t));
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}
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else
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{
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@ -579,7 +579,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
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complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
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battleQuery->result = *battleResult.data;
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battleQuery->result = boost::make_optional(*battleResult.data);
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//Check how many battle queries were created (number of players blocked by battle)
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const int queriedPlayers = battleQuery ? boost::count(queries.allQueries(), battleQuery) : 0;
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@ -2120,7 +2120,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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}
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else if (lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
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{
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tmh.attackedFrom = guardPos;
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tmh.attackedFrom = boost::make_optional(guardPos);
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const TerrainTile &guardTile = *gs->getTile(guardPos);
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objectVisited(guardTile.visitableObjects.back(), h);
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