Remove AUTO_VAR macro and _toString function (#592)

This commit is contained in:
void_17
2026-03-06 02:11:18 +07:00
committed by GitHub
parent 7d6658fe5b
commit 55231bb8d3
294 changed files with 5067 additions and 5773 deletions

View File

@@ -18,18 +18,16 @@ void UILayer::tick()
{
// Delete old scenes - deleting a scene can cause a new scene to be deleted, so we need to make a copy of the scenes that we are going to try and destroy this tick
vector<UIScene *>scenesToDeleteCopy;
for( AUTO_VAR(it,m_scenesToDelete.begin()); it != m_scenesToDelete.end(); it++)
for(auto& scene : m_scenesToDelete)
{
UIScene *scene = (*it);
scenesToDeleteCopy.push_back(scene);
}
m_scenesToDelete.clear();
// Delete the scenes in our copy if they are ready to delete, otherwise add back to the ones that are still to be deleted. Actually deleting a scene might also add something back into m_scenesToDelete.
for( AUTO_VAR(it,scenesToDeleteCopy.begin()); it != scenesToDeleteCopy.end(); it++)
for(auto& scene : scenesToDeleteCopy)
{
UIScene *scene = (*it);
if( scene->isReadyToDelete())
if( scene && scene->isReadyToDelete())
{
delete scene;
}
@@ -38,7 +36,7 @@ void UILayer::tick()
m_scenesToDelete.push_back(scene);
}
}
while (!m_scenesToDestroy.empty())
{
UIScene *scene = m_scenesToDestroy.back();
@@ -46,14 +44,13 @@ void UILayer::tick()
scene->destroyMovie();
}
m_scenesToDestroy.clear();
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
for(auto & component : m_components)
{
(*it)->tick();
component->tick();
}
// Note: reverse iterator, the last element is the top of the stack
int sceneIndex = m_sceneStack.size() - 1;
//for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
int sceneIndex = m_sceneStack.size() - 1;
while( sceneIndex >= 0 && sceneIndex < m_sceneStack.size() )
{
//(*it)->tick();
@@ -68,20 +65,20 @@ void UILayer::render(S32 width, S32 height, C4JRender::eViewportType viewport)
{
if(!ui.IsExpectingOrReloadingSkin())
{
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
{
AUTO_VAR(itRef,m_componentRefCount.find((*it)->getSceneType()));
if(itRef != m_componentRefCount.end() && itRef->second.second)
for(auto& it : m_components)
{
if((*it)->isVisible() )
auto itRef = m_componentRefCount.find(it->getSceneType());
if(itRef != m_componentRefCount.end() && itRef->second.second)
{
PIXBeginNamedEvent(0, "Rendering component %d", (*it)->getSceneType() );
(*it)->render(width, height,viewport);
PIXEndNamedEvent();
if(it->isVisible() )
{
PIXBeginNamedEvent(0, "Rendering component %d", it->getSceneType() );
it->render(width, height,viewport);
PIXEndNamedEvent();
}
}
}
}
}
if(!m_sceneStack.empty())
{
int lowestRenderable = m_sceneStack.size() - 1;
@@ -139,9 +136,9 @@ bool UILayer::HasFocus(int iPad)
bool UILayer::hidesLowerScenes()
{
bool hidesScenes = false;
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
for(auto& it : m_components)
{
if((*it)->hidesLowerScenes())
if(it->hidesLowerScenes())
{
hidesScenes = true;
break;
@@ -168,28 +165,27 @@ void UILayer::getRenderDimensions(S32 &width, S32 &height)
void UILayer::DestroyAll()
{
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
for(auto& it : m_components)
{
(*it)->destroyMovie();
it->destroyMovie();
}
for(AUTO_VAR(it, m_sceneStack.begin()); it != m_sceneStack.end(); ++it)
for(auto& it : m_sceneStack)
{
(*it)->destroyMovie();
it->destroyMovie();
}
}
void UILayer::ReloadAll(bool force)
{
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
for(auto& it : m_components)
{
(*it)->reloadMovie(force);
it->reloadMovie(force);
}
if(!m_sceneStack.empty())
{
int lowestRenderable = 0;
for(;lowestRenderable < m_sceneStack.size(); ++lowestRenderable)
for(auto& lowestRenderable : m_sceneStack)
{
m_sceneStack[lowestRenderable]->reloadMovie(force);
lowestRenderable->reloadMovie(force);
}
}
}
@@ -440,9 +436,9 @@ bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
}
m_sceneStack.push_back(newScene);
updateFocusState();
newScene->tick();
return true;
@@ -493,8 +489,8 @@ bool UILayer::NavigateBack(int iPad, EUIScene eScene)
void UILayer::showComponent(int iPad, EUIScene scene, bool show)
{
AUTO_VAR(it,m_componentRefCount.find(scene));
if(it != m_componentRefCount.end())
auto it = m_componentRefCount.find(scene);
if(it != m_componentRefCount.end())
{
it->second.second = show;
return;
@@ -505,8 +501,8 @@ void UILayer::showComponent(int iPad, EUIScene scene, bool show)
bool UILayer::isComponentVisible(EUIScene scene)
{
bool visible = false;
AUTO_VAR(it,m_componentRefCount.find(scene));
if(it != m_componentRefCount.end())
auto it = m_componentRefCount.find(scene);
if(it != m_componentRefCount.end())
{
visible = it->second.second;
}
@@ -515,16 +511,16 @@ bool UILayer::isComponentVisible(EUIScene scene)
UIScene *UILayer::addComponent(int iPad, EUIScene scene, void *initData)
{
AUTO_VAR(it,m_componentRefCount.find(scene));
if(it != m_componentRefCount.end())
auto it = m_componentRefCount.find(scene);
if(it != m_componentRefCount.end())
{
++it->second.first;
for(AUTO_VAR(itComp,m_components.begin()); itComp != m_components.end(); ++itComp)
for(auto& itComp : m_components)
{
if( (*itComp)->getSceneType() == scene )
if( itComp->getSceneType() == scene )
{
return *itComp;
return itComp;
}
}
return NULL;
@@ -586,16 +582,16 @@ UIScene *UILayer::addComponent(int iPad, EUIScene scene, void *initData)
void UILayer::removeComponent(EUIScene scene)
{
AUTO_VAR(it,m_componentRefCount.find(scene));
if(it != m_componentRefCount.end())
auto it = m_componentRefCount.find(scene);
if(it != m_componentRefCount.end())
{
--it->second.first;
if(it->second.first <= 0)
{
m_componentRefCount.erase(it);
for(AUTO_VAR(compIt, m_components.begin()) ; compIt != m_components.end(); )
{
for (auto compIt = m_components.begin(); compIt != m_components.end();)
{
if( (*compIt)->getSceneType() == scene)
{
#ifdef __PSVITA__
@@ -622,8 +618,8 @@ void UILayer::removeScene(UIScene *scene)
ui.TouchBoxesClear(scene);
#endif
AUTO_VAR(newEnd, std::remove(m_sceneStack.begin(), m_sceneStack.end(), scene) );
m_sceneStack.erase(newEnd, m_sceneStack.end());
auto newEnd = std::remove(m_sceneStack.begin(), m_sceneStack.end(), scene);
m_sceneStack.erase(newEnd, m_sceneStack.end());
m_scenesToDelete.push_back(scene);
@@ -645,14 +641,14 @@ void UILayer::closeAllScenes()
vector<UIScene *> temp;
temp.insert(temp.end(), m_sceneStack.begin(), m_sceneStack.end());
m_sceneStack.clear();
for(AUTO_VAR(it, temp.begin()); it != temp.end(); ++it)
for(auto& it : temp)
{
#ifdef __PSVITA__
// remove any touchboxes
ui.TouchBoxesClear(*it);
ui.TouchBoxesClear(it);
#endif
m_scenesToDelete.push_back(*it);
(*it)->handleDestroy(); // For anything that might require the pointer be valid
m_scenesToDelete.push_back(it);
it->handleDestroy(); // For anything that might require the pointer be valid
}
updateFocusState();
@@ -696,8 +692,8 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
m_bIgnorePlayerJoinMenuDisplayed = false;
bool layerFocusSet = false;
for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
{
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *scene = *it;
// UPDATE FOCUS STATES
@@ -730,12 +726,12 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
// 4J-PB - this should just be true
m_bMenuDisplayed=true;
EUIScene sceneType = scene->getSceneType();
switch(sceneType)
{
case eUIScene_PauseMenu:
m_bPauseMenuDisplayed = true;
m_bPauseMenuDisplayed = true;
break;
case eUIScene_Crafting2x2Menu:
case eUIScene_Crafting3x3Menu:
@@ -757,7 +753,7 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
// Intentional fall-through
case eUIScene_DeathMenu:
case eUIScene_FullscreenProgress:
case eUIScene_FullscreenProgress:
case eUIScene_SignEntryMenu:
case eUIScene_EndPoem:
m_bIgnoreAutosaveMenuDisplayed = true;
@@ -766,7 +762,7 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
switch(sceneType)
{
case eUIScene_FullscreenProgress:
case eUIScene_FullscreenProgress:
case eUIScene_EndPoem:
case eUIScene_Credits:
case eUIScene_LeaderboardsMenu:
@@ -783,7 +779,7 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
UIScene *UILayer::getCurrentScene()
{
// Note: reverse iterator, the last element is the top of the stack
for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
for( auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *scene = *it;
// 4J-PB - only used on Vita, so iPad 0 is fine
@@ -800,13 +796,13 @@ UIScene *UILayer::getCurrentScene()
void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
{
// Note: reverse iterator, the last element is the top of the stack
for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
{
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *scene = *it;
if(scene->hasFocus(iPad) && scene->canHandleInput())
{
// 4J-PB - ignore repeats of action ABXY buttons
// fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
// 4J-PB - ignore repeats of action ABXY buttons
// fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
// 4J Stu - Changed this slightly to add the allowRepeat function so we can allow repeats in the crafting menu
if(repeat && !scene->allowRepeat(key) )
{
@@ -814,8 +810,8 @@ void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool rel
}
scene->handleInput(iPad, key, repeat, pressed, released, handled);
}
// Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
// Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
handled = handled || scene->hidesLowerScenes() || scene->blocksInput();
if(handled ) break;
}
@@ -825,8 +821,8 @@ void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool rel
void UILayer::HandleDLCMountingComplete()
{
for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
{
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *topScene = *it;
app.DebugPrintf("UILayer::HandleDLCMountingComplete - topScene\n");
topScene->HandleDLCMountingComplete();
@@ -835,8 +831,8 @@ void UILayer::HandleDLCMountingComplete()
void UILayer::HandleDLCInstalled()
{
for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
{
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *topScene = *it;
topScene->HandleDLCInstalled();
}
@@ -845,7 +841,7 @@ void UILayer::HandleDLCInstalled()
#ifdef _XBOX_ONE
void UILayer::HandleDLCLicenseChange()
{
for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
for( auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *topScene = *it;
topScene->HandleDLCLicenseChange();
@@ -855,8 +851,8 @@ void UILayer::HandleDLCLicenseChange()
void UILayer::HandleMessage(EUIMessage message, void *data)
{
for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
{
for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
{
UIScene *topScene = *it;
topScene->HandleMessage(message, data);
}
@@ -875,9 +871,9 @@ C4JRender::eViewportType UILayer::getViewport()
void UILayer::handleUnlockFullVersion()
{
for(AUTO_VAR(it, m_sceneStack.begin()); it != m_sceneStack.end(); ++it)
for(auto& it : m_sceneStack)
{
(*it)->handleUnlockFullVersion();
it->handleUnlockFullVersion();
}
}
@@ -885,20 +881,20 @@ void UILayer::PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic)
{
__int64 layerStatic = 0;
__int64 layerDynamic = 0;
for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
for(auto& it : m_components)
{
(*it)->PrintTotalMemoryUsage(layerStatic, layerDynamic);
it->PrintTotalMemoryUsage(layerStatic, layerDynamic);
}
for(AUTO_VAR(it, m_sceneStack.begin()); it != m_sceneStack.end(); ++it)
for(auto& it : m_sceneStack)
{
(*it)->PrintTotalMemoryUsage(layerStatic, layerDynamic);
it->PrintTotalMemoryUsage(layerStatic, layerDynamic);
}
app.DebugPrintf(app.USER_SR, " \\- Layer static: %d , Layer dynamic: %d\n", layerStatic, layerDynamic);
totalStatic += layerStatic;
totalDynamic += layerDynamic;
}
// Returns the first scene of given type if it exists, NULL otherwise
// Returns the first scene of given type if it exists, NULL otherwise
UIScene *UILayer::FindScene(EUIScene sceneType)
{
for (int i = 0; i < m_sceneStack.size(); i++)