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GameConstants: move operators into header and always inline them

This commit is contained in:
ArseniyShestakov 2015-11-22 07:16:20 +03:00
parent fc06db4c4f
commit e1a360408d
2 changed files with 42 additions and 77 deletions

View File

@ -25,58 +25,6 @@ const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
const PlayerColor PlayerColor::PLAYER_LIMIT = PlayerColor(PLAYER_LIMIT_I);
const TeamID TeamID::NO_TEAM = TeamID(255);
#define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \
bool operator==(const A & a, const B & b) \
{ \
return AN == BN ; \
} \
bool operator!=(const A & a, const B & b) \
{ \
return AN != BN ; \
} \
bool operator<(const A & a, const B & b) \
{ \
return AN < BN ; \
} \
bool operator<=(const A & a, const B & b) \
{ \
return AN <= BN ; \
} \
bool operator>(const A & a, const B & b) \
{ \
return AN > BN ; \
} \
bool operator>=(const A & a, const B & b) \
{ \
return AN >= BN ; \
}
#define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \
ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \
ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \
ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
ID_LIKE_OPERATORS(Obj, Obj::EObj)
ID_LIKE_OPERATORS(ETerrainType, ETerrainType::EETerrainType)
ID_LIKE_OPERATORS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType)
CArtifact * ArtifactID::toArtifact() const
{
return VLC->arth->artifacts[*this];

View File

@ -93,18 +93,37 @@ CLASS_NAME & advance(int i) \
}
#define ID_LIKE_OPERATORS_INTERNAL_DECLS(A, B) \
bool DLL_LINKAGE operator==(const A & a, const B & b); \
bool DLL_LINKAGE operator!=(const A & a, const B & b); \
bool DLL_LINKAGE operator<(const A & a, const B & b); \
bool DLL_LINKAGE operator<=(const A & a, const B & b); \
bool DLL_LINKAGE operator>(const A & a, const B & b); \
bool DLL_LINKAGE operator>=(const A & a, const B & b);
// Operators are performance-critical and to be inlined they must be in header
#define ID_LIKE_OPERATORS_INTERNAL(A, B, AN, BN) \
STRONG_INLINE bool operator==(const A & a, const B & b) \
{ \
return AN == BN ; \
} \
STRONG_INLINE bool operator!=(const A & a, const B & b) \
{ \
return AN != BN ; \
} \
STRONG_INLINE bool operator<(const A & a, const B & b) \
{ \
return AN < BN ; \
} \
STRONG_INLINE bool operator<=(const A & a, const B & b) \
{ \
return AN <= BN ; \
} \
STRONG_INLINE bool operator>(const A & a, const B & b) \
{ \
return AN > BN ; \
} \
STRONG_INLINE bool operator>=(const A & a, const B & b) \
{ \
return AN >= BN ; \
}
#define ID_LIKE_OPERATORS_DECLS(CLASS_NAME, ENUM_NAME) \
ID_LIKE_OPERATORS_INTERNAL_DECLS(CLASS_NAME, CLASS_NAME) \
ID_LIKE_OPERATORS_INTERNAL_DECLS(CLASS_NAME, ENUM_NAME) \
ID_LIKE_OPERATORS_INTERNAL_DECLS(ENUM_NAME, CLASS_NAME)
#define ID_LIKE_OPERATORS(CLASS_NAME, ENUM_NAME) \
ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, CLASS_NAME, a.num, b.num) \
ID_LIKE_OPERATORS_INTERNAL(CLASS_NAME, ENUM_NAME, a.num, b) \
ID_LIKE_OPERATORS_INTERNAL(ENUM_NAME, CLASS_NAME, a, b.num)
#define OP_DECL_INT(CLASS_NAME, OP) \
@ -296,7 +315,7 @@ public:
ESecondarySkill num;
};
ID_LIKE_OPERATORS_DECLS(SecondarySkill, SecondarySkill::ESecondarySkill)
ID_LIKE_OPERATORS(SecondarySkill, SecondarySkill::ESecondarySkill)
namespace EAlignment
{
@ -384,7 +403,7 @@ public:
EBuildingID num;
};
ID_LIKE_OPERATORS_DECLS(BuildingID, BuildingID::EBuildingID)
ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
namespace EBuildingState
{
@ -651,7 +670,7 @@ public:
EObj num;
};
ID_LIKE_OPERATORS_DECLS(Obj, Obj::EObj)
ID_LIKE_OPERATORS(Obj, Obj::EObj)
namespace SecSkillLevel
{
@ -743,7 +762,7 @@ public:
DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const ETerrainType terrainType);
ID_LIKE_OPERATORS_DECLS(ETerrainType, ETerrainType::EETerrainType)
ID_LIKE_OPERATORS(ETerrainType, ETerrainType::EETerrainType)
class DLL_LINKAGE EPathfindingLayer
{
@ -763,7 +782,7 @@ public:
DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EPathfindingLayer pathfindingLayer);
ID_LIKE_OPERATORS_DECLS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
ID_LIKE_OPERATORS(EPathfindingLayer, EPathfindingLayer::EEPathfindingLayer)
class BFieldType
{
@ -786,7 +805,7 @@ public:
EBFieldType num;
};
ID_LIKE_OPERATORS_DECLS(BFieldType, BFieldType::EBFieldType)
ID_LIKE_OPERATORS(BFieldType, BFieldType::EBFieldType)
namespace EPlayerStatus
{
@ -826,7 +845,7 @@ public:
EArtifactPosition num;
};
ID_LIKE_OPERATORS_DECLS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
ID_LIKE_OPERATORS(ArtifactPosition, ArtifactPosition::EArtifactPosition)
class ArtifactID
{
@ -871,7 +890,7 @@ public:
EArtifactID num;
};
ID_LIKE_OPERATORS_DECLS(ArtifactID, ArtifactID::EArtifactID)
ID_LIKE_OPERATORS(ArtifactID, ArtifactID::EArtifactID)
class CreatureID
{
@ -915,7 +934,7 @@ public:
ECreatureID num;
};
ID_LIKE_OPERATORS_DECLS(CreatureID, CreatureID::ECreatureID)
ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
class SpellID
{
@ -959,7 +978,7 @@ public:
ESpellID num;
};
ID_LIKE_OPERATORS_DECLS(SpellID, SpellID::ESpellID)
ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
enum class ESpellSchool: ui8
{
@ -969,8 +988,6 @@ enum class ESpellSchool: ui8
EARTH = 3
};
ID_LIKE_OPERATORS_DECLS(SpellID, SpellID::ESpellID)
// Typedef declarations
typedef ui8 TFaction;
typedef si64 TExpType;
@ -981,8 +998,8 @@ typedef si32 TQuantity;
typedef int TRmgTemplateZoneId;
#undef ID_LIKE_CLASS_COMMON
#undef ID_LIKE_OPERATORS_DECLS
#undef ID_LIKE_OPERATORS_INTERNAL_DECLS
#undef ID_LIKE_OPERATORS
#undef ID_LIKE_OPERATORS_INTERNAL
#undef INSTID_LIKE_CLASS_COMMON
#undef OP_DECL_INT