Integrate C++11 branch into 5_1-new

This commit is contained in:
teejusb
2019-06-22 12:35:38 -07:00
444 changed files with 19503 additions and 21007 deletions
+45 -51
View File
@@ -70,17 +70,16 @@
#include "FontManager.h"
#include "Screen.h"
#include "ScreenDimensions.h"
#include "Foreach.h"
#include "ActorUtil.h"
#include "InputEventPlus.h"
ScreenManager* SCREENMAN = NULL; // global and accessible from anywhere in our program
ScreenManager* SCREENMAN = nullptr; // global and accessible from anywhere in our program
static Preference<bool> g_bDelayedScreenLoad( "DelayedScreenLoad", false );
//static Preference<bool> g_bPruneFonts( "PruneFonts", true );
// Screen registration
static map<RString,CreateScreenFn> *g_pmapRegistrees = NULL;
static map<RString,CreateScreenFn> *g_pmapRegistrees = nullptr;
/** @brief Utility functions for the ScreenManager. */
namespace ScreenManagerUtil
@@ -98,7 +97,7 @@ namespace ScreenManagerUtil
LoadedScreen()
{
m_pScreen = NULL;
m_pScreen = nullptr;
m_bDeleteWhenDone = true;
m_SendOnPop = SM_None;
}
@@ -142,19 +141,16 @@ namespace ScreenManagerUtil
bool ScreenIsPrepped( const RString &sScreenName )
{
FOREACH( LoadedScreen, g_vPreparedScreens, s )
{
if( s->m_pScreen->GetName() == sScreenName )
return true;
}
return false;
return std::any_of(g_vPreparedScreens.begin(), g_vPreparedScreens.end(), [&](LoadedScreen const &s) {
return s.m_pScreen->GetName() == sScreenName;
});
}
/* If the named screen is loaded, remove it from the prepared list and
* return it in ls. */
bool GetPreppedScreen( const RString &sScreenName, LoadedScreen &ls )
{
FOREACH( LoadedScreen, g_vPreparedScreens, s )
for (vector<LoadedScreen>::iterator s = g_vPreparedScreens.begin(); s != g_vPreparedScreens.end(); ++s)
{
if( s->m_pScreen->GetName() == sScreenName )
{
@@ -191,12 +187,12 @@ namespace ScreenManagerUtil
* freed by the caller. */
void GrabPreparedActors( vector<Actor*> &apOut )
{
FOREACH( LoadedScreen, g_vPreparedScreens, s )
if( s->m_bDeleteWhenDone )
apOut.push_back( s->m_pScreen );
for (LoadedScreen const &s : g_vPreparedScreens)
if( s.m_bDeleteWhenDone )
apOut.push_back( s.m_pScreen );
g_vPreparedScreens.clear();
FOREACH( Actor*, g_vPreparedBackgrounds, a )
apOut.push_back( *a );
for (Actor *a : g_vPreparedBackgrounds)
apOut.push_back( a );
g_vPreparedBackgrounds.clear();
g_setGroupedScreens.clear();
@@ -211,8 +207,10 @@ namespace ScreenManagerUtil
GrabPreparedActors( apActorsToDelete );
BeforeDeleteScreen();
FOREACH( Actor*, apActorsToDelete, a )
SAFE_DELETE( *a );
for (Actor *a : apActorsToDelete)
{
SAFE_DELETE( a );
}
AfterDeleteScreen();
}
};
@@ -220,7 +218,7 @@ using namespace ScreenManagerUtil;
RegisterScreenClass::RegisterScreenClass( const RString& sClassName, CreateScreenFn pfn )
{
if( g_pmapRegistrees == NULL )
if( g_pmapRegistrees == nullptr )
g_pmapRegistrees = new map<RString,CreateScreenFn>;
map<RString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
@@ -327,26 +325,22 @@ void ScreenManager::ReloadOverlayScreensAfterInputFinishes()
Screen *ScreenManager::GetTopScreen()
{
if( g_ScreenStack.empty() )
return NULL;
return nullptr;
return g_ScreenStack[g_ScreenStack.size()-1].m_pScreen;
}
Screen *ScreenManager::GetScreen( int iPosition )
{
if( iPosition >= (int) g_ScreenStack.size() )
return NULL;
return nullptr;
return g_ScreenStack[iPosition].m_pScreen;
}
bool ScreenManager::AllowOperatorMenuButton() const
{
FOREACH( LoadedScreen, g_ScreenStack, s )
{
if( !s->m_pScreen->AllowOperatorMenuButton() )
return false;
}
return true;
return std::all_of(g_ScreenStack.begin(), g_ScreenStack.end(), [](LoadedScreen const &s) {
return s.m_pScreen->AllowOperatorMenuButton();
});
}
bool ScreenManager::IsScreenNameValid(RString const& name) const
@@ -361,11 +355,9 @@ bool ScreenManager::IsScreenNameValid(RString const& name) const
bool ScreenManager::IsStackedScreen( const Screen *pScreen ) const
{
// True if the screen is in the screen stack, but not the first.
for( unsigned i = 1; i < g_ScreenStack.size(); ++i )
if( g_ScreenStack[i].m_pScreen == pScreen )
return true;
return false;
return std::any_of(g_ScreenStack.begin() + 1, g_ScreenStack.end(), [&](LoadedScreen const &s) {
return s.m_pScreen == pScreen;
});
}
bool ScreenManager::get_input_redirected(PlayerNumber pn)
@@ -453,7 +445,7 @@ void ScreenManager::Update( float fDeltaTime )
* So, let's just zero the first update for every screen. */
ASSERT( !g_ScreenStack.empty() || m_sDelayedScreen != "" ); // Why play the game if there is nothing showing?
Screen* pScreen = g_ScreenStack.empty() ? NULL : GetTopScreen();
Screen* pScreen = g_ScreenStack.empty() ? nullptr : GetTopScreen();
bool bFirstUpdate = pScreen && pScreen->IsFirstUpdate();
@@ -573,7 +565,7 @@ Screen* ScreenManager::MakeNewScreen( const RString &sScreenName )
if( iter == g_pmapRegistrees->end() )
{
LuaHelpers::ReportScriptErrorFmt("Screen \"%s\" has an invalid class \"%s\".", sScreenName.c_str(), sClassName.c_str());
return NULL;
return nullptr;
}
this->ZeroNextUpdate();
@@ -593,7 +585,7 @@ void ScreenManager::PrepareScreen( const RString &sScreenName )
return;
Screen* pNewScreen = MakeNewScreen(sScreenName);
if(pNewScreen == NULL)
if(pNewScreen == nullptr)
{
return;
}
@@ -612,23 +604,23 @@ void ScreenManager::PrepareScreen( const RString &sScreenName )
if( !sNewBGA.empty() && sNewBGA != g_pSharedBGA->GetName() )
{
Actor *pNewBGA = NULL;
FOREACH( Actor*, g_vPreparedBackgrounds, a )
Actor *pNewBGA = nullptr;
for (Actor *a : g_vPreparedBackgrounds)
{
if( (*a)->GetName() == sNewBGA )
if( a->GetName() == sNewBGA )
{
pNewBGA = *a;
pNewBGA = a;
break;
}
}
// Create the new background before deleting the previous so that we keep
// any common textures loaded.
if( pNewBGA == NULL )
if( pNewBGA == nullptr )
{
LOG->Trace( "Loading screen background \"%s\"", sNewBGA.c_str() );
Actor *pActor = ActorUtil::MakeActor( sNewBGA );
if( pActor != NULL )
if( pActor != nullptr )
{
pActor->SetName( sNewBGA );
g_vPreparedBackgrounds.push_back( pActor );
@@ -669,7 +661,7 @@ bool ScreenManager::ActivatePreparedScreenAndBackground( const RString &sScreenN
bool bLoadedBoth = true;
// Find the prepped screen.
if( GetTopScreen() == NULL || GetTopScreen()->GetName() != sScreenName )
if( GetTopScreen() == nullptr || GetTopScreen()->GetName() != sScreenName )
{
LoadedScreen ls;
if( !GetPreppedScreen(sScreenName, ls) )
@@ -686,14 +678,14 @@ bool ScreenManager::ActivatePreparedScreenAndBackground( const RString &sScreenN
RString sNewBGA = THEME->GetPathB(sScreenName,"background");
if( sNewBGA != g_pSharedBGA->GetName() )
{
Actor *pNewBGA = NULL;
Actor *pNewBGA = nullptr;
if( sNewBGA.empty() )
{
pNewBGA = new Actor;
}
else
{
FOREACH( Actor*, g_vPreparedBackgrounds, a )
for (vector<Actor *>::iterator a = g_vPreparedBackgrounds.begin(); a != g_vPreparedBackgrounds.end(); ++a)
{
if( (*a)->GetName() == sNewBGA )
{
@@ -706,7 +698,7 @@ bool ScreenManager::ActivatePreparedScreenAndBackground( const RString &sScreenN
/* If the BGA isn't loaded yet, load a dummy actor. If we're not going to use the same
* BGA for the new screen, always move the old BGA back to g_vPreparedBackgrounds now. */
if( pNewBGA == NULL )
if( pNewBGA == nullptr )
{
bLoadedBoth = false;
pNewBGA = new Actor;
@@ -779,8 +771,10 @@ void ScreenManager::LoadDelayedScreen()
if( !apActorsToDelete.empty() )
{
BeforeDeleteScreen();
FOREACH( Actor*, apActorsToDelete, a )
SAFE_DELETE( *a );
for (Actor *a : apActorsToDelete)
{
SAFE_DELETE( a );
}
AfterDeleteScreen();
}
@@ -832,14 +826,14 @@ void ScreenManager::PopAllScreens()
void ScreenManager::PostMessageToTopScreen( ScreenMessage SM, float fDelay )
{
Screen* pTopScreen = GetTopScreen();
if( pTopScreen != NULL )
if( pTopScreen != nullptr )
pTopScreen->PostScreenMessage( SM, fDelay );
}
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM )
{
Screen* pTopScreen = GetTopScreen();
if( pTopScreen != NULL )
if( pTopScreen != nullptr )
pTopScreen->HandleScreenMessage( SM );
}
@@ -942,7 +936,7 @@ public:
static int GetTopScreen( T* p, lua_State *L )
{
Actor *pScreen = p->GetTopScreen();
if( pScreen != NULL )
if( pScreen != nullptr )
pScreen->PushSelf(L);
else
lua_pushnil( L );