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cosmetic: tidy up punctuation in controller ctor initializer lists
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Moves the : and , to lead the lines rather than end them. This
makes the initializer lists a bit more readable, as it lines up
these punctuations and separates them from the initializer
expressions. It seems to be mordante's style in most of the GUI2
code to do it this way. It also has the advantage that each line
is paired with its matching punctuation mark, so if you need to
add or rearrange things, you never need to edit a line solely to
move a comma around, reducing the noise in the diffs.
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cbeck88 committed Jan 3, 2015
1 parent d356e8d commit 7aea1c7
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Showing 4 changed files with 66 additions and 66 deletions.
76 changes: 38 additions & 38 deletions src/play_controller.cpp
Expand Up @@ -109,44 +109,44 @@ static void clear_resources()

play_controller::play_controller(const config& level, saved_game& state_of_game,
const int ticks, const config& game_config, const tdata_cache & tdata,
CVideo& video, bool skip_replay) :
controller_base(game_config, video),
observer(),
savegame_config(),
gamestate_(level, tdata),
level_(level),
saved_game_(state_of_game),
prefs_disp_manager_(),
tooltips_manager_(),
whiteboard_manager_(),
plugins_context_(),
labels_manager_(),
help_manager_(&game_config),
mouse_handler_(NULL, *this),
menu_handler_(NULL, *this, level, game_config),
hotkey_handler_(new hotkey_handler(*this, saved_game_)),
soundsources_manager_(),
persist_(),
gui_(),
xp_mod_(new unit_experience_accelerator(level["experience_modifier"].to_int(100))),
statistics_context_(new statistics::scenario_context(level["name"])),
undo_stack_(new actions::undo_list(level.child("undo_stack"))),
loading_game_(level["playing_team"].empty() == false),
player_number_(1),
first_player_(level["playing_team"].to_int() + 1),
start_turn_(gamestate_.tod_manager_.turn()), // gamestate_.tod_manager_ constructed above
skip_replay_(skip_replay),
linger_(false),
it_is_a_new_turn_(true),
init_side_done_(level["init_side_done"].to_bool(true)),
ticks_(ticks),
victory_when_enemies_defeated_(true),
remove_from_carryover_on_defeat_(true),
end_level_data_(),
victory_music_(),
defeat_music_(),
scope_(),
server_request_number_(0)
CVideo& video, bool skip_replay)
: controller_base(game_config, video)
, observer()
, savegame_config()
, gamestate_(level, tdata)
, level_(level)
, saved_game_(state_of_game)
, prefs_disp_manager_()
, tooltips_manager_()
, whiteboard_manager_()
, plugins_context_()
, labels_manager_()
, help_manager_(&game_config)
, mouse_handler_(NULL, *this)
, menu_handler_(NULL, *this, level, game_config)
, hotkey_handler_(new hotkey_handler(*this, saved_game_))
, soundsources_manager_()
, persist_()
, gui_()
, xp_mod_(new unit_experience_accelerator(level["experience_modifier"].to_int(100)))
, statistics_context_(new statistics::scenario_context(level["name"]))
, undo_stack_(new actions::undo_list(level.child("undo_stack")))
, loading_game_(level["playing_team"].empty() == false)
, player_number_(1)
, first_player_(level["playing_team"].to_int() + 1)
, start_turn_(gamestate_.tod_manager_.turn()) // gamestate_.tod_manager_ constructed above
, skip_replay_(skip_replay)
, linger_(false)
, it_is_a_new_turn_(true)
, init_side_done_(level["init_side_done"].to_bool(true))
, ticks_(ticks)
, victory_when_enemies_defeated_(true)
, remove_from_carryover_on_defeat_(true)
, end_level_data_()
, victory_music_()
, defeat_music_()
, scope_()
, server_request_number_(0)
{
resources::controller = this;
resources::gameboard = &gamestate_.board_;
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12 changes: 6 additions & 6 deletions src/playmp_controller.cpp
Expand Up @@ -42,12 +42,12 @@ unsigned int playmp_controller::replay_last_turn_ = 0;
playmp_controller::playmp_controller(const config& level,
saved_game& state_of_game, const int ticks, const config& game_config,
const tdata_cache & tdata, CVideo& video,
bool skip_replay, bool blindfold_replay_, bool is_host) :
playsingle_controller(level, state_of_game, ticks,
game_config, tdata, video, skip_replay || blindfold_replay_), //this || means that if blindfold is enabled, quick replays will be on.
beep_warning_time_(0),
network_processing_stopped_(false),
blindfold_(*gui_,blindfold_replay_)
bool skip_replay, bool blindfold_replay_, bool is_host)
: playsingle_controller(level, state_of_game, ticks,
game_config, tdata, video, skip_replay || blindfold_replay_) //this || means that if blindfold is enabled, quick replays will be on.
, beep_warning_time_(0)
, network_processing_stopped_(false)
, blindfold_(*gui_,blindfold_replay_)
{
hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the mp (network enabled) version

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26 changes: 13 additions & 13 deletions src/playsingle_controller.cpp
Expand Up @@ -71,19 +71,19 @@ static lg::log_domain log_enginerefac("enginerefac");
playsingle_controller::playsingle_controller(const config& level,
saved_game& state_of_game, const int ticks,
const config& game_config, const tdata_cache & tdata,
CVideo& video, bool skip_replay) :
play_controller(level, state_of_game, ticks, game_config, tdata, video, skip_replay),
cursor_setter(cursor::NORMAL),
textbox_info_(),
replay_sender_(recorder),
network_reader_(),
turn_data_(replay_sender_, network_reader_),
end_turn_(false),
player_type_changed_(false),
replaying_(false),
skip_next_turn_(false),
do_autosaves_(false),
level_result_(NONE)
CVideo& video, bool skip_replay)
: play_controller(level, state_of_game, ticks, game_config, tdata, video, skip_replay)
, cursor_setter(cursor::NORMAL)
, textbox_info_()
, replay_sender_(recorder)
, network_reader_()
, turn_data_(replay_sender_, network_reader_)
, end_turn_(false)
, player_type_changed_(false)
, replaying_(false)
, skip_next_turn_(false)
, do_autosaves_(false)
, level_result_(NONE)
{
hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the sp (whiteboard enabled) version

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18 changes: 9 additions & 9 deletions src/replay_controller.cpp
Expand Up @@ -117,15 +117,15 @@ possible_end_play_signal replay_controller::try_run_to_completion() {
replay_controller::replay_controller(const config& level,
saved_game& state_of_game, const int ticks,
const config& game_config,
const tdata_cache & tdata, CVideo& video) :
play_controller(level, state_of_game, ticks, game_config, tdata, video, false),
saved_game_start_(saved_game_),
gameboard_start_(gamestate_.board_),
tod_manager_start_(level),
current_turn_(1),
is_playing_(false),
show_everything_(false),
show_team_(state_of_game.classification().campaign_type == game_classification::MULTIPLAYER ? 0 : 1)
const tdata_cache & tdata, CVideo& video)
: play_controller(level, state_of_game, ticks, game_config, tdata, video, false)
, saved_game_start_(saved_game_)
, gameboard_start_(gamestate_.board_)
, tod_manager_start_(level)
, current_turn_(1)
, is_playing_(false)
, show_everything_(false)
, show_team_(state_of_game.classification().campaign_type == game_classification::MULTIPLAYER ? 0 : 1)
{
hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the replay controller version

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