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Codechange: Use std::unique_ptr for all NWidgets.
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@@ -256,7 +256,7 @@ public:
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* get producing the correct result than dynamically building the widgets is.
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* @see NWidgetFunctionType
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*/
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static NWidgetBase *MakeTreeTypeButtons()
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static std::unique_ptr<NWidgetBase> MakeTreeTypeButtons()
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{
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const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
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const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
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@@ -266,20 +266,20 @@ static NWidgetBase *MakeTreeTypeButtons()
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const int num_rows = CeilDiv(type_count, num_columns);
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byte cur_type = type_base;
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NWidgetVertical *vstack = new NWidgetVertical(NC_EQUALSIZE);
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auto vstack = std::make_unique<NWidgetVertical>(NC_EQUALSIZE);
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vstack->SetPIP(0, 1, 0);
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for (int row = 0; row < num_rows; row++) {
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NWidgetHorizontal *hstack = new NWidgetHorizontal(NC_EQUALSIZE);
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auto hstack = std::make_unique<NWidgetHorizontal>(NC_EQUALSIZE);
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hstack->SetPIP(0, 1, 0);
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vstack->Add(hstack);
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for (int col = 0; col < num_columns; col++) {
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if (cur_type > type_base + type_count) break;
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NWidgetBackground *button = new NWidgetBackground(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
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auto button = std::make_unique<NWidgetBackground>(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
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button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP);
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hstack->Add(button);
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hstack->Add(std::move(button));
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cur_type++;
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}
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vstack->Add(std::move(hstack));
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}
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return vstack;
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