forked from Mirrors/openclonk
Reorder some declarations and initializations to avoid order mismatch
While none of the mismatches were having a side-effect, this silences a number of -Wreorder warnings which were drowning out potentially important diagnostics.issue1247
parent
2ca9a77cc4
commit
e2a8f6d303
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@ -36,23 +36,9 @@ public:
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COS_Game = 0, // game (landscape) coordinates
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COS_Viewport = 1 // viewport (GUI) coordinates
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};
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private:
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StdCopyStrBuf sIdentifier; // name as seen in script and config
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StdCopyStrBuf sGUIName; // name as displayed to player
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StdCopyStrBuf sGUIDesc; // key description displayed to player in config dialog
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bool fGlobal; // if true, control can be bound to the global player only
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bool fIsHoldKey; // if true, the control can be in down and up state
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int32_t iRepeatDelay; // if >0, the key will generate successive events when held down
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int32_t iInitialRepeatDelay; // delay after which KeyRepeat will be enabled
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bool fDefaultDisabled; // if true, the control is disabled by default and needs to be enabled by script
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C4ID idControlExtraData; // extra data to be passed to script function
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CoordinateSpace eCoordSpace; // coordinate space to be used for mouse coordinates when control is triggered by mouse
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bool fSendCursorPos; // if true, x/y parameters will be set by current GUI mouse cursor pos (or GetCursor()-GUI coordinate pos for gamepad)
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public:
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enum Actions //action to be performed when control is triggered
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{
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CDA_None=0, // do nothing
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CDA_None = 0, // do nothing
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CDA_Script, // default: Script callback
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CDA_Menu, // open player menu (async)
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CDA_MenuOK, CDA_MenuCancel, CDA_MenuLeft, CDA_MenuUp, CDA_MenuRight, CDA_MenuDown, // player menu controls (async)
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@ -60,11 +46,26 @@ public:
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CDA_ObjectMenuOK, CDA_ObjectMenuOKAll, CDA_ObjectMenuSelect, CDA_ObjectMenuCancel, CDA_ObjectMenuLeft, CDA_ObjectMenuUp, CDA_ObjectMenuRight, CDA_ObjectMenuDown, // object menu controls (sync)
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CDA_ZoomIn, CDA_ZoomOut // player viewport control (async)
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};
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private:
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StdCopyStrBuf sIdentifier; // name as seen in script and config
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StdCopyStrBuf sGUIName; // name as displayed to player
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StdCopyStrBuf sGUIDesc; // key description displayed to player in config dialog
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bool fGlobal; // if true, control can be bound to the global player only
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bool fIsHoldKey; // if true, the control can be in down and up state
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bool fDefaultDisabled; // if true, the control is disabled by default and needs to be enabled by script
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bool fSendCursorPos; // if true, x/y parameters will be set by current GUI mouse cursor pos (or GetCursor()-GUI coordinate pos for gamepad)
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int32_t iRepeatDelay; // if >0, the key will generate successive events when held down
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int32_t iInitialRepeatDelay; // delay after which KeyRepeat will be enabled
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C4ID idControlExtraData; // extra data to be passed to script function
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CoordinateSpace eCoordSpace; // coordinate space to be used for mouse coordinates when control is triggered by mouse
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Actions eAction;
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public:
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C4PlayerControlDef() : fGlobal(false), fIsHoldKey(false), fDefaultDisabled(false), idControlExtraData(C4ID::None), fSendCursorPos(false), eAction(CDA_Script), eCoordSpace(COS_Game) {}
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C4PlayerControlDef() :
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fGlobal(false), fIsHoldKey(false), fDefaultDisabled(false), fSendCursorPos(false),
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idControlExtraData(C4ID::None), eCoordSpace(COS_Game), eAction(CDA_Script)
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{}
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~C4PlayerControlDef() {};
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void CompileFunc(StdCompiler *pComp);
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@ -144,6 +145,18 @@ typedef std::vector<C4KeyCodeEx> C4KeyCodeExVec;
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// a key/mouse/gamepad assignment to a PlayerControlDef
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class C4PlayerControlAssignment
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{
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public:
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// action to be performed on the control upon this key
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enum TriggerModes
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{
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CTM_Default = 0, // standard behaviour: The control will be triggered
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CTM_Hold = 1 << 0, // the control will be put into "down"-mode
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CTM_Release = 1 << 1, // the hold mode of the control will be released
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CTM_AlwaysUnhandled = 1 << 2, // the key will not block handling of other keys even if it got handled
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CTM_HandleDownStatesOnly = 1 << 3, // used when an already handled release key is processed to reset down states of overridden keys only
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CTM_ClearRecentKeys = 1 << 4 // if this assignment is triggered, RecentKeys are reset so no more combos can be generated
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};
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private:
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// KeyCombo list:
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// if size()>1, the control is triggered only if this combo is fulfilled
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@ -167,33 +180,22 @@ private:
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StdCopyStrBuf sGUIName; // name as displayed to player. If empty, name stored in control def should be used.
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StdCopyStrBuf sGUIDesc; // key description displayed to player in config dialog. If empty, name stored in control def should be used.
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bool fGUIDisabled; // whether this key can't be reassigned through the GUI dialogue
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bool fOverrideAssignments; // override all other assignments to the same key?
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bool is_inherited; // set for assignments that were copied from a parent set without modification
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bool fRefsResolved; // set to true after sControlName and sKeyNames have been resolved to runtime values
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int32_t iGUIGroup; // in which this control is grouped in the gui
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int32_t iControl; // the control to be executed on this key, i.e. the resolved sControlName
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int32_t iPriority; // higher priority assignments get handled first
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bool fOverrideAssignments; // override all other assignments to the same key?
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const C4PlayerControlAssignment *inherited_assignment; // valid for assignments that were copied from a parent: source assignment
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bool is_inherited; // set for assignments that were copied from a parent set without modification
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public:
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// action to be performed on the control upon this key
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enum TriggerModes
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{
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CTM_Default=0, // standard behaviour: The control will be triggered
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CTM_Hold= 1<<0, // the control will be put into "down"-mode
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CTM_Release= 1<<1, // the hold mode of the control will be released
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CTM_AlwaysUnhandled= 1<<2, // the key will not block handling of other keys even if it got handled
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CTM_HandleDownStatesOnly = 1<<3, // used when an already handled release key is processed to reset down states of overridden keys only
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CTM_ClearRecentKeys = 1<<4 // if this assignment is triggered, RecentKeys are reset so no more combos can be generated
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};
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private:
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int32_t iTriggerMode;
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bool fRefsResolved; // set to true after sControlName and sKeyNames have been resolved to runtime values
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const C4PlayerControlAssignment *inherited_assignment; // valid for assignments that were copied from a parent: source assignment
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public:
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C4PlayerControlAssignment() : TriggerKey(), iControl(CON_None), iPriority(0), fOverrideAssignments(false), iTriggerMode(CTM_Default), fRefsResolved(false), inherited_assignment(NULL),is_inherited(false), iGUIGroup(0) {}
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C4PlayerControlAssignment() :
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TriggerKey(), fOverrideAssignments(false), is_inherited(false), fRefsResolved(false),
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iGUIGroup(0), iControl(CON_None), iPriority(0), iTriggerMode(CTM_Default),
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inherited_assignment(NULL)
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{}
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~C4PlayerControlAssignment() {}
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void CompileFunc(StdCompiler *pComp);
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@ -240,7 +240,7 @@ public:
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throw std::runtime_error(std::string("Cannot load ") + FontFaceName + ": " + FormatString("%d",e).getData());
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#endif
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}
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CStdVectorFont(StdBuf & Data): RefCnt(1), Data(Data)
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CStdVectorFont(StdBuf & Data) : Data(Data), RefCnt(1)
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{
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// Initialize Freetype
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if (FT_Init_FreeType(&library))
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@ -27,8 +27,9 @@
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// ----------- C4GameOptionsList::Option ----------------------------------------------------------------
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C4GameOptionsList::Option::Option(C4GameOptionsList *pForDlg)
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: BaseClass(C4Rect(0,0,0,0)), pPrimarySubcomponent(NULL), pForDlg(pForDlg) { }
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C4GameOptionsList::Option::Option(C4GameOptionsList *pForDlg) :
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BaseClass(C4Rect(0, 0, 0, 0)), pForDlg(pForDlg), pPrimarySubcomponent(NULL)
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{}
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void C4GameOptionsList::Option::InitOption(C4GameOptionsList *pForDlg)
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{
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@ -120,7 +120,7 @@ public:
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int32_t iMinPlrCount;
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public:
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Scenario(class C4ScenarioListLoader *pLoader, class Folder *pParent) : Entry(pLoader, pParent), fNoMissionAccess(false), iMinPlrCount(0), nAchievements(0) {}
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Scenario(class C4ScenarioListLoader *pLoader, class Folder *pParent) : Entry(pLoader, pParent), fNoMissionAccess(false), nAchievements(0), iMinPlrCount(0) {}
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virtual ~Scenario() {}
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virtual bool LoadCustom(C4Group &rGrp, bool fNameLoaded, bool fIconLoaded); // do fallbacks for title and icon; check whether scenario is valid
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@ -152,7 +152,9 @@ public:
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bool IsConstant() const { return isConstant; }
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bool IsRandom() const { return valueFunction == &C4ParticleValueProvider::Random; }
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C4ParticleValueProvider() : startValue(0.f), endValue(0.f), currentValue(0.f), rerollInterval(0), smoothing(0), valueFunction(0), keyFrameCount(0), isConstant(true), floatValueToChange(0), typeOfValueToChange(VAL_TYPE_FLOAT) { }
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C4ParticleValueProvider() :
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startValue(0.f), endValue(0.f), currentValue(0.f), rerollInterval(0), smoothing(0), keyFrameCount(0), valueFunction(0), isConstant(true), floatValueToChange(0), typeOfValueToChange(VAL_TYPE_FLOAT)
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{ }
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~C4ParticleValueProvider()
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{
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for (std::vector<C4ParticleValueProvider*>::iterator iter = childrenValueProviders.begin(); iter != childrenValueProviders.end(); ++iter)
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@ -69,10 +69,10 @@ struct LightMapZoom {
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} // anonymous namespace
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C4FoWAmbient::C4FoWAmbient()
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: Tex(0), Resolution(0.), Radius(0.), FullCoverage(0.),
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SizeX(0), SizeY(0), LandscapeX(0), LandscapeY(0),
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Brightness(1.)
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C4FoWAmbient::C4FoWAmbient() :
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Tex(0), Resolution(0.), Radius(0.), FullCoverage(0.),
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SizeX(0), LandscapeX(0), SizeY(0), LandscapeY(0),
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Brightness(1.)
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{
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}
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@ -686,9 +686,10 @@ protected:
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// Name number in parent map
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const char *Pos;
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// Constructor
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NameNode(NameNode *pParent = NULL)
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: Parent(pParent), FirstChild(NULL), PrevChild(NULL), NextChild(NULL), LastChild(NULL),
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Indent(-1), Pos(NULL), Section(false)
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NameNode(NameNode *pParent = NULL) :
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Section(false), Parent(pParent),
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FirstChild(NULL), PrevChild(NULL), NextChild(NULL), LastChild(NULL),
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Indent(-1), Pos(NULL)
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{ }
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};
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NameNode *pNameRoot, *pName;
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@ -410,7 +410,8 @@ void C4MusicFileSDL::SetVolume(int iLevel)
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/* Ogg Vobis */
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C4MusicFileOgg::C4MusicFileOgg() : playing(false), current_section(0), channel(0), streaming_done(false), byte_pos_total(0), volume(1.0f), loaded(false)
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C4MusicFileOgg::C4MusicFileOgg() :
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playing(false), streaming_done(false), loaded(false), channel(0), current_section(0), byte_pos_total(0), volume(1.0f)
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{
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for (size_t i=0; i<num_buffers; ++i)
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buffers[i] = 0;
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@ -27,7 +27,9 @@ class C4MusicFile
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{
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public:
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C4MusicFile() : LastPlayed(-1), NoPlay(false), SongExtracted(false), loop(false) { }
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C4MusicFile() :
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pNext(NULL), LastPlayed(-1), NoPlay(false), loop(false), SongExtracted(false)
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{ }
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virtual ~C4MusicFile() { }
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// data
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@ -108,9 +108,9 @@ std::string C4AulScript::Translate(const std::string &text) const
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C4AulScriptFunc::C4AulScriptFunc(C4AulScript *pOwner, C4ScriptHost *pOrgScript, const char *pName, const char *Script):
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C4AulFunc(pOwner, pName),
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Script(Script),
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OwnerOverloaded(NULL),
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ParCount(0),
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Script(Script),
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pOrgScript(pOrgScript),
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tProfileTime(0)
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{
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@ -120,11 +120,11 @@ C4AulScriptFunc::C4AulScriptFunc(C4AulScript *pOwner, C4ScriptHost *pOrgScript,
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C4AulScriptFunc::C4AulScriptFunc(C4AulScript *pOwner, const C4AulScriptFunc &FromFunc):
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C4AulFunc(pOwner, FromFunc.GetName()),
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OwnerOverloaded(NULL),
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ParCount(FromFunc.ParCount),
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Script(FromFunc.Script),
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VarNamed(FromFunc.VarNamed),
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ParNamed(FromFunc.ParNamed),
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OwnerOverloaded(NULL),
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ParCount(FromFunc.ParCount),
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pOrgScript(FromFunc.pOrgScript),
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tProfileTime(0)
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{
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