mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
146a5e5ef8
- 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.
130 lines
2.7 KiB
C++
130 lines
2.7 KiB
C++
#pragma once
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/*
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* FunctionList.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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/// List of functions that share the same signature - can be used to call all of them easily
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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<boost::function<Signature> > funcs;
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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(boost::function<Signature>(f));
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}
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CFunctionList(const boost::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 boost::function<Signature> &first)
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{
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funcs.push_back(first);
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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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}
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void operator()() const
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{
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std::vector<boost::function<Signature> > funcs2 = funcs; //backup
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for(size_t i=0;i<funcs2.size(); ++i)
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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<boost::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<boost::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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}
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}
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};
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template<typename Signature>
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class CFunctionList2
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{
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public:
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std::vector<boost::function<Signature> > funcs;
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CFunctionList2(int){};
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CFunctionList2(){};
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template <typename Functor>
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CFunctionList2(const Functor &f)
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{
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funcs.push_back(boost::function<Signature>(f));
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}
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CFunctionList2(const boost::function<Signature> &first)
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{
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funcs.push_back(first);
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}
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CFunctionList2(boost::function<Signature> &first)
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{
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funcs.push_back(first);
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}
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CFunctionList2 & operator+=(const boost::function<Signature> &first)
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{
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funcs.push_back(first);
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return *this;
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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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}
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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<boost::function<Signature> > funcs2 = funcs; //backup
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for(size_t i=0;i<funcs2.size(); ++i)
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{
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funcs2[i](a);
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}
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}
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}; |