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Codechange: Add missing "this->" in AI/GS GUI files

pull/13665/head
SamuXarick 2025-02-25 23:30:48 +00:00
parent 2feba80fd7
commit 163b658404
2 changed files with 27 additions and 27 deletions

View File

@ -123,12 +123,12 @@ struct GSConfigWindow : public Window {
*/
void RebuildVisibleSettings()
{
visible_settings.clear();
this->visible_settings.clear();
for (const auto &item : *this->gs_config->GetConfigList()) {
bool no_hide = !item.flags.Test(ScriptConfigFlag::Developer);
if (no_hide || _settings_client.gui.ai_developer_tools) {
visible_settings.push_back(&item);
this->visible_settings.push_back(&item);
}
}
@ -200,7 +200,7 @@ struct GSConfigWindow : public Window {
} else {
int i = static_cast<int>(std::distance(std::begin(this->visible_settings), it));
if (config_item.complete_labels) {
DrawDropDownButton(br.left, y + button_y_offset, COLOUR_YELLOW, this->clicked_row == i && clicked_dropdown, editable);
DrawDropDownButton(br.left, y + button_y_offset, COLOUR_YELLOW, this->clicked_row == i && this->clicked_dropdown, editable);
} else {
DrawArrowButtons(br.left, y + button_y_offset, COLOUR_YELLOW, (this->clicked_button == i) ? 1 + (this->clicked_increase != rtl) : 0, editable && current_value > config_item.min_value, editable && current_value < config_item.max_value);
}
@ -350,14 +350,14 @@ struct GSConfigWindow : public Window {
if (!str.has_value()) return;
auto value = ParseInteger<int32_t>(*str);
if (!value.has_value()) return;
SetValue(*value);
this->SetValue(*value);
}
void OnDropdownSelect(WidgetID widget, int index) override
{
if (widget != WID_GSC_SETTING_DROPDOWN) return;
assert(this->clicked_dropdown);
SetValue(index);
this->SetValue(index);
}
void OnDropdownClose(Point, WidgetID widget, int, bool) override

View File

@ -71,7 +71,7 @@ struct ScriptListWindow : public Window {
ScriptListWindow(WindowDesc &desc, CompanyID slot, bool show_all) : Window(desc),
slot(slot), show_all(show_all)
{
if (slot == OWNER_DEITY) {
if (this->slot == OWNER_DEITY) {
this->info_list = this->show_all ? Game::GetInfoList() : Game::GetUniqueInfoList();
} else {
this->info_list = this->show_all ? AI::GetInfoList() : AI::GetUniqueInfoList();
@ -84,8 +84,8 @@ struct ScriptListWindow : public Window {
this->vscroll->SetCount(this->info_list->size() + 1);
/* Try if we can find the currently selected AI */
if (GetConfig(slot)->HasScript()) {
ScriptInfo *info = GetConfig(slot)->GetInfo();
if (GetConfig(this->slot)->HasScript()) {
ScriptInfo *info = GetConfig(this->slot)->GetInfo();
int i = 0;
for (const auto &item : *this->info_list) {
if (item.second == info) {
@ -168,25 +168,25 @@ struct ScriptListWindow : public Window {
void ChangeScript()
{
if (this->selected == -1) {
GetConfig(slot)->Change(std::nullopt);
GetConfig(this->slot)->Change(std::nullopt);
} else {
ScriptInfoList::const_iterator it = this->info_list->cbegin();
std::advance(it, this->selected);
GetConfig(slot)->Change(it->second->GetName(), it->second->GetVersion());
GetConfig(this->slot)->Change(it->second->GetName(), it->second->GetVersion());
}
if (_game_mode == GM_EDITOR) {
if (slot == OWNER_DEITY) {
if (this->slot == OWNER_DEITY) {
if (Game::GetInstance() != nullptr) Game::ResetInstance();
Game::StartNew();
} else {
Company *c = Company::GetIfValid(slot);
Company *c = Company::GetIfValid(this->slot);
if (c != nullptr && c->ai_instance != nullptr) {
c->ai_instance.reset();
AI::StartNew(slot);
AI::StartNew(this->slot);
}
}
}
InvalidateWindowData(WC_GAME_OPTIONS, slot == OWNER_DEITY ? WN_GAME_OPTIONS_GS : WN_GAME_OPTIONS_AI);
InvalidateWindowData(WC_GAME_OPTIONS, this->slot == OWNER_DEITY ? WN_GAME_OPTIONS_GS : WN_GAME_OPTIONS_AI);
InvalidateWindowClassesData(WC_SCRIPT_SETTINGS);
InvalidateWindowClassesData(WC_SCRIPT_DEBUG, -1);
CloseWindowByClass(WC_QUERY_STRING);
@ -314,7 +314,7 @@ struct ScriptSettingsWindow : public Window {
{
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_SCRS_SCROLLBAR);
this->FinishInitNested(slot); // Initializes 'this->line_height' as side effect.
this->FinishInitNested(this->slot); // Initializes 'this->line_height' as side effect.
this->OnInvalidateData();
}
@ -326,12 +326,12 @@ struct ScriptSettingsWindow : public Window {
*/
void RebuildVisibleSettings()
{
visible_settings.clear();
this->visible_settings.clear();
for (const auto &item : *this->script_config->GetConfigList()) {
bool no_hide = !item.flags.Test(ScriptConfigFlag::Developer);
if (no_hide || _settings_client.gui.ai_developer_tools) {
visible_settings.push_back(&item);
this->visible_settings.push_back(&item);
}
}
@ -380,7 +380,7 @@ struct ScriptSettingsWindow : public Window {
} else {
int i = static_cast<int>(std::distance(std::begin(this->visible_settings), it));
if (config_item.complete_labels) {
DrawDropDownButton(br.left, y + button_y_offset, COLOUR_YELLOW, this->clicked_row == i && clicked_dropdown, editable);
DrawDropDownButton(br.left, y + button_y_offset, COLOUR_YELLOW, this->clicked_row == i && this->clicked_dropdown, editable);
} else {
DrawArrowButtons(br.left, y + button_y_offset, COLOUR_YELLOW, (this->clicked_button == i) ? 1 + (this->clicked_increase != rtl) : 0, editable && current_value > config_item.min_value, editable && current_value < config_item.max_value);
}
@ -499,14 +499,14 @@ struct ScriptSettingsWindow : public Window {
if (!str.has_value()) return;
auto value = ParseInteger<int32_t>(*str);
if (!value.has_value()) return;
SetValue(*value);
this->SetValue(*value);
}
void OnDropdownSelect(WidgetID widget, int index) override
{
if (widget != WID_SCRS_SETTING_DROPDOWN) return;
assert(this->clicked_dropdown);
SetValue(index);
this->SetValue(index);
}
void OnDropdownClose(Point, WidgetID widget, int, bool) override
@ -618,7 +618,7 @@ struct ScriptTextfileWindow : public TextfileWindow {
std::string GetWidgetString(WidgetID widget, StringID stringid) const override
{
if (widget == WID_TF_CAPTION) {
return GetString(stringid, (slot == OWNER_DEITY) ? STR_CONTENT_TYPE_GAME_SCRIPT : STR_CONTENT_TYPE_AI, GetConfig(slot)->GetInfo()->GetName());
return GetString(stringid, (this->slot == OWNER_DEITY) ? STR_CONTENT_TYPE_GAME_SCRIPT : STR_CONTENT_TYPE_AI, GetConfig(this->slot)->GetInfo()->GetName());
}
return this->Window::GetWidgetString(widget, stringid);
@ -626,11 +626,11 @@ struct ScriptTextfileWindow : public TextfileWindow {
void OnInvalidateData([[maybe_unused]] int data = 0, [[maybe_unused]] bool gui_scope = true) override
{
auto textfile = GetConfig(slot)->GetTextfile(file_type, slot);
auto textfile = GetConfig(this->slot)->GetTextfile(file_type, this->slot);
if (!textfile.has_value()) {
this->Close();
} else {
this->LoadTextfile(textfile.value(), (slot == OWNER_DEITY) ? GAME_DIR : AI_DIR);
this->LoadTextfile(textfile.value(), (this->slot == OWNER_DEITY) ? GAME_DIR : AI_DIR);
}
}
};
@ -744,13 +744,13 @@ struct ScriptDebugWindow : public Window {
for (const Company *c : Company::Iterate()) {
if (c->is_ai) {
ChangeToScript(c->index);
this->ChangeToScript(c->index);
return;
}
}
/* If no AI is available, see if there is a game script. */
if (Game::GetInstance() != nullptr) ChangeToScript(OWNER_DEITY);
if (Game::GetInstance() != nullptr) this->ChangeToScript(OWNER_DEITY);
}
/**
@ -1015,12 +1015,12 @@ struct ScriptDebugWindow : public Window {
/* Check which button is clicked */
if (IsInsideMM(widget, WID_SCRD_COMPANY_BUTTON_START, WID_SCRD_COMPANY_BUTTON_END + 1)) {
ChangeToScript((CompanyID)(widget - WID_SCRD_COMPANY_BUTTON_START), _ctrl_pressed);
this->ChangeToScript((CompanyID)(widget - WID_SCRD_COMPANY_BUTTON_START), _ctrl_pressed);
}
switch (widget) {
case WID_SCRD_SCRIPT_GAME:
ChangeToScript(OWNER_DEITY, _ctrl_pressed);
this->ChangeToScript(OWNER_DEITY, _ctrl_pressed);
break;
case WID_SCRD_RELOAD_TOGGLE: