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vcmi/client/FunctionList.h
Ivan Savenko 146a5e5ef8 Made speed of most of battle animations time-based
- speed of creature-related animation no longer depends on framerate
- most of values from cranim.txt are now used correctly
- removed BMPPalette struct in favor of SDL_Color
- animation group "DEAD" that is used to display dead stacks, by default consists from last frame of "DEATH" group

Notes:
- animation speed may still need some adjustments
- range of config property "battle/animationSpeed" has been changed. This may result in extremely fast animation. To fix - change animation speed via options.
2013-07-06 16:10:20 +00:00

130 lines
2.7 KiB
C++

#pragma once
/*
* FunctionList.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
/// List of functions that share the same signature - can be used to call all of them easily
template<typename Signature>
class CFunctionList
{
public:
std::vector<boost::function<Signature> > funcs;
CFunctionList(int){};
CFunctionList(){};
template <typename Functor>
CFunctionList(const Functor &f)
{
funcs.push_back(boost::function<Signature>(f));
}
CFunctionList(const boost::function<Signature> &first)
{
if (first)
funcs.push_back(first);
}
CFunctionList(std::nullptr_t)
{}
CFunctionList & operator+=(const boost::function<Signature> &first)
{
funcs.push_back(first);
return *this;
}
void add(const CFunctionList<Signature> &first)
{
for (size_t i = 0; i < first.funcs.size(); i++)
{
funcs.push_back(first.funcs[i]);
}
}
void clear()
{
funcs.clear();
}
operator bool() const
{
return funcs.size();
}
void operator()() const
{
std::vector<boost::function<Signature> > funcs2 = funcs; //backup
for(size_t i=0;i<funcs2.size(); ++i)
{
if (funcs2[i])
funcs2[i]();
}
}
template <typename Arg>
void operator()(const Arg & a) const
{
std::vector<boost::function<Signature> > funcs2 = funcs; //backup
for(int i=0;i<funcs2.size(); i++)
{
if (funcs2[i])
funcs2[i](a);
}
}
// Me wants variadic templates :(
template <typename Arg1, typename Arg2>
void operator()(Arg1 & a, Arg2 & b) const
{
std::vector<boost::function<Signature> > funcs2 = funcs; //backup
for(int i=0;i<funcs2.size(); i++)
{
if (funcs2[i])
funcs2[i](a, b);
}
}
};
template<typename Signature>
class CFunctionList2
{
public:
std::vector<boost::function<Signature> > funcs;
CFunctionList2(int){};
CFunctionList2(){};
template <typename Functor>
CFunctionList2(const Functor &f)
{
funcs.push_back(boost::function<Signature>(f));
}
CFunctionList2(const boost::function<Signature> &first)
{
funcs.push_back(first);
}
CFunctionList2(boost::function<Signature> &first)
{
funcs.push_back(first);
}
CFunctionList2 & operator+=(const boost::function<Signature> &first)
{
funcs.push_back(first);
return *this;
}
void clear()
{
funcs.clear();
}
operator bool() const
{
return funcs.size();
}
template <typename Arg>
void operator()(const Arg & a) const
{
std::vector<boost::function<Signature> > funcs2 = funcs; //backup
for(size_t i=0;i<funcs2.size(); ++i)
{
funcs2[i](a);
}
}
};