Avoid more conflicts. We could now do unit builds...
and make the linker put every data element and function into its own section. On linktime, we can output every discarded section and get a list of dead code (for that build).
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@@ -7,42 +7,42 @@
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#include "Closest.cpp"
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#include "GameObserver.h"
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struct Left: public Exp
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struct CardSelectorLeft: public Exp
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{
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static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{
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return ref->x - test->x > fabs(ref->y - test->y);
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}
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};
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struct Right: public Exp
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struct CardSelectorRight: public Exp
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{
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static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{
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return test->x - ref->x > fabs(ref->y - test->y);
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}
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};
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struct Up: public Exp
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struct CardSelectorUp: public Exp
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{
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static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{
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return ref->y - test->y > fabs(ref->x - test->x);
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}
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};
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struct Down: public Exp
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struct CardSelectorDown: public Exp
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{
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static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{
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return test->y - ref->y > fabs(ref->x - test->x);
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}
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};
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struct Diff: public Exp
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struct CardSelectorDiff: public Exp
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{
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static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
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{
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return ref != test;
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}
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};
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struct True: public Exp
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struct CardSelectorTrue: public Exp
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{
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static inline bool test(CardSelector::Target*, CardSelector::Target*)
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{
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@@ -94,7 +94,7 @@ void CardSelector::Remove(CardSelector::Target* card)
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CardView* c = dynamic_cast<CardView*> (active);
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if (c)
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c->zoom = 1.0f;
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active = closest<Diff> (cards, limitor, active);
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active = closest<CardSelectorDiff> (cards, limitor, active);
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c = dynamic_cast<CardView*> (active);
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if (c)
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c->zoom = 1.4f;
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@@ -120,7 +120,7 @@ CardSelector::Target* CardSelector::fetchMemory(SelectorMemory& memory)
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}
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// We come here if the card is not in the selector any more, or if
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// it is there but it is now refused by the limitor.
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return closest<True> (cards, limitor, memory.x, memory.y);
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return closest<CardSelectorTrue> (cards, limitor, memory.x, memory.y);
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}
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void CardSelector::Push()
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@@ -182,7 +182,7 @@ bool CardSelector::CheckUserInput(JButton key)
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if(!jge) return false;
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if(jge->GetLeftClickCoordinates(x, y))
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{
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active = closest<True> (cards, limitor, static_cast<float> (x), static_cast<float> (y));
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active = closest<CardSelectorTrue> (cards, limitor, static_cast<float> (x), static_cast<float> (y));
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}
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switch (key)
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@@ -196,16 +196,16 @@ bool CardSelector::CheckUserInput(JButton key)
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goto switch_active;
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break;
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case JGE_BTN_LEFT:
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active = closest<Left> (cards, limitor, active);
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active = closest<CardSelectorLeft> (cards, limitor, active);
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break;
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case JGE_BTN_RIGHT:
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active = closest<Right> (cards, limitor, active);
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active = closest<CardSelectorRight> (cards, limitor, active);
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break;
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case JGE_BTN_UP:
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active = closest<Up> (cards, limitor, active);
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active = closest<CardSelectorUp> (cards, limitor, active);
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break;
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case JGE_BTN_DOWN:
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active = closest<Down> (cards, limitor, active);
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active = closest<CardSelectorDown> (cards, limitor, active);
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break;
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case JGE_BTN_CANCEL:
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mDrawMode = (mDrawMode + 1) % DrawMode::kNumDrawModes;
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