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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@@ -16,21 +16,21 @@ const float kZoom_level1 = 1.4f;
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const float kZoom_level2 = 2.2f;
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const float kZoom_level3 = 2.7f;
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struct True: public Exp
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struct GuiCombatTrue: public Exp
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{
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static inline bool test(DamagerDamaged*, DamagerDamaged*)
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{
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return true;
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}
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};
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struct Left: public Exp
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struct GuiCombatLeft: public Exp
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{
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static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
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{
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return ref->y == test->y && ref->x > test->x && test->show;
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}
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};
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struct Right: public Exp
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struct GuiCombatRight: public Exp
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{
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static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
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{
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@@ -217,7 +217,7 @@ void GuiCombat::shiftLeft()
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case ATK:
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{
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DamagerDamaged* old = active;
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active = closest<Left> (attackers, NULL, static_cast<AttackerDamaged*> (active));
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active = closest<GuiCombatLeft> (attackers, NULL, static_cast<AttackerDamaged*> (active));
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activeAtk = static_cast<AttackerDamaged*> (active);
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if (old != active)
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{
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@@ -231,7 +231,7 @@ void GuiCombat::shiftLeft()
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case BLK:
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{
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DamagerDamaged* old = active;
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active = closest<Left> (activeAtk->blockers, NULL, static_cast<DefenserDamaged*> (active));
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active = closest<GuiCombatLeft> (activeAtk->blockers, NULL, static_cast<DefenserDamaged*> (active));
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if (old != active)
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{
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if (old)
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@@ -255,7 +255,7 @@ void GuiCombat::shiftRight( DamagerDamaged* oldActive )
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case BLK:
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{
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DamagerDamaged* old = active;
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active = closest<Right> (activeAtk->blockers, NULL, static_cast<DefenserDamaged*> (active));
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active = closest<GuiCombatRight> (activeAtk->blockers, NULL, static_cast<DefenserDamaged*> (active));
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if (old != active)
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{
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if (old)
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@@ -268,7 +268,7 @@ void GuiCombat::shiftRight( DamagerDamaged* oldActive )
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case ATK:
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{
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DamagerDamaged* old = active;
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active = closest<Right> (attackers, NULL, static_cast<AttackerDamaged*> (active));
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active = closest<GuiCombatRight> (attackers, NULL, static_cast<AttackerDamaged*> (active));
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if (active == oldActive)
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{
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active = activeAtk = NULL;
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@@ -321,7 +321,7 @@ bool GuiCombat::CheckUserInput(JButton key)
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// position selected card
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if (BLK == cursor_pos)
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{
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DamagerDamaged* selectedCard = closest<True> (activeAtk->blockers, NULL, static_cast<float> (x), static_cast<float> (y));
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DamagerDamaged* selectedCard = closest<GuiCombatTrue> (activeAtk->blockers, NULL, static_cast<float> (x), static_cast<float> (y));
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// find the index into the vector where the current selected card is.
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int c1 = 0, c2 = 0;
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int i = 0;
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