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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Minor refactoring of FunctionList using variadic templates.
Please make sure that all supported compilers are OK with this code
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a3d4f9d22f
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@ -1240,7 +1240,7 @@ SelectionTab::SelectionTab(CMenuScreen::EState Type, const std::function<void(CM
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if(tabType == CMenuScreen::saveGame)
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{
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txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0);
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txt->filters.add(CTextInput::filenameFilter);
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txt->filters += CTextInput::filenameFilter;
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}
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break;
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@ -4236,7 +4236,7 @@ CSimpleJoinScreen::CSimpleJoinScreen()
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port = new CTextInput(Rect(25, 115, 175, 16), *bg);
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port->cb += std::bind(&CSimpleJoinScreen::onChange, this, _1);
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port->filters.add(std::bind(&CTextInput::numberFilter, _1, _2, 0, 65535));
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port->filters += std::bind(&CTextInput::numberFilter, _1, _2, 0, 65535);
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ok = new CButton(Point( 26, 142), "MUBCHCK.DEF", CGI->generaltexth->zelp[560], std::bind(&CSimpleJoinScreen::enterSelectionScreen, this), SDLK_RETURN);
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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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@ -150,7 +150,7 @@ void CButton::block(bool on)
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void CButton::onButtonClicked()
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{
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// debug logging to figure out pressed button (and as result - player actions) in case of crash
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logAnim->traceStream() << "Button clicked at " << pos.x << "x" << pos.y << ", " << callback.funcs.size() << " functions";
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logAnim->traceStream() << "Button clicked at " << pos.x << "x" << pos.y;
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CIntObject * parent = this->parent;
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std::string prefix = "Parent is";
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while (parent)
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@ -352,7 +352,7 @@ bool CToggleBase::canActivate()
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void CToggleBase::addCallback(std::function<void(bool)> function)
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{
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callback.add(function);
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callback += function;
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}
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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
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void CHeroWindow::dismissCurrent()
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{
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CFunctionList<void()> ony = std::bind(&CHeroWindow::close,this);
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//ony += std::bind(&CCallback::dismissHero, LOCPLINT->cb.get(), curHero); //can't assign bool function to void function list :(
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auto dismiss = [=]() -> void
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{
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LOCPLINT->cb.get()->dismissHero(curHero);
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};
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ony += dismiss;
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CFunctionList<void()> ony = [=] { close(); };
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ony += [=] { LOCPLINT->cb->dismissHero(curHero); };
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[22], ony, 0, false);
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}
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@ -382,8 +382,8 @@ CSplitWindow::CSplitWindow(const CCreature * creature, std::function<void(int, i
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rightInput = new CTextInput(Rect(176, 218, 100, 36), FONT_BIG, std::bind(&CSplitWindow::setAmountText, this, _1, false));
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//add filters to allow only number input
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leftInput->filters.add(std::bind(&CTextInput::numberFilter, _1, _2, leftMin, leftMax));
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rightInput->filters.add(std::bind(&CTextInput::numberFilter, _1, _2, rightMin, rightMax));
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leftInput->filters += std::bind(&CTextInput::numberFilter, _1, _2, leftMin, leftMax);
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rightInput->filters += std::bind(&CTextInput::numberFilter, _1, _2, rightMin, rightMax);
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leftInput->setText(boost::lexical_cast<std::string>(leftAmount), false);
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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
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
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CInfoWindow * temp = new CInfoWindow(text, player, components ? *components : std::vector<CComponent*>(), pom, DelComps);
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for(auto & elem : onYes.funcs)
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temp->buttons[0]->addCallback(elem);
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for(auto & elem : onNo.funcs)
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temp->buttons[1]->addCallback(elem);
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temp->buttons[0]->addCallback( onYes );
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temp->buttons[1]->addCallback( onNo );
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GH.pushInt(temp);
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}
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@ -15,71 +15,51 @@
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template<typename Signature>
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class CFunctionList
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{
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public:
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std::vector<std::function<Signature> > funcs;
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public:
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CFunctionList( std::nullptr_t ) { }
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CFunctionList( int ) { }
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CFunctionList( ){ }
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CFunctionList(int){};
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CFunctionList(){};
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template <typename Functor>
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CFunctionList(const Functor &f)
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{
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funcs.push_back(std::function<Signature>(f));
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}
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CFunctionList(const std::function<Signature> &first)
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{
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if (first)
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funcs.push_back(first);
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}
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CFunctionList(std::nullptr_t)
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{}
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CFunctionList & operator+=(const std::function<Signature> &first)
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CFunctionList & operator+=(const CFunctionList<Signature> &first)
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{
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funcs.push_back(first);
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for( auto & fun : first.funcs)
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{
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funcs.push_back(fun);
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}
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return *this;
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}
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void add(const CFunctionList<Signature> &first)
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{
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for (size_t i = 0; i < first.funcs.size(); i++)
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{
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funcs.push_back(first.funcs[i]);
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}
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}
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void clear()
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{
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funcs.clear();
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}
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operator bool() const
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{
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return funcs.size();
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return !funcs.empty();
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}
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void operator()() const
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template <typename... Args>
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void operator()(Args ... args) const
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{
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std::vector<std::function<Signature> > funcs2 = funcs; //backup
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for(size_t i=0;i<funcs2.size(); ++i)
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std::vector<std::function<Signature> > funcs_copy = funcs;
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for( auto & fun : funcs_copy)
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{
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if (funcs2[i])
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funcs2[i]();
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}
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}
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template <typename Arg>
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void operator()(const Arg & a) const
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{
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std::vector<std::function<Signature> > funcs2 = funcs; //backup
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for(int i=0;i<funcs2.size(); i++)
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{
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if (funcs2[i])
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funcs2[i](a);
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}
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}
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// Me wants variadic templates :(
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template <typename Arg1, typename Arg2>
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void operator()(Arg1 & a, Arg2 & b) const
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{
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std::vector<std::function<Signature> > funcs2 = funcs; //backup
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for(int i=0;i<funcs2.size(); i++)
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{
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if (funcs2[i])
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funcs2[i](a, b);
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if (fun)
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fun(args...);
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}
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}
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};
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