mirror of
https://github.com/amyinspace/MagicSetEditor2.git
synced 2026-06-10 21:06:59 -04:00
Clean up pointer use:
* Use unique_ptr for Actions instead of manual memory management * Use unique_ptr in KeywordDatabase * Use unique_ptr instead of shared_ptr for file formats * Don't pass shared_ptr to Reader/Writer, use references instead Also * Switch to C++17 so we can use map::try_emplace
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@@ -21,57 +21,37 @@
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#include <data/action/keyword.hpp>
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#include <util/error.hpp>
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typedef map<const StyleSheet*,Context*> Contexts;
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DECLARE_TYPEOF(Contexts);
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DECLARE_TYPEOF_COLLECTION(CardP);
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DECLARE_TYPEOF_COLLECTION(FieldP);
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DECLARE_TYPEOF_COLLECTION(Dependency);
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DECLARE_TYPEOF_NO_REV(IndexMap<FieldP COMMA StyleP>);
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DECLARE_TYPEOF_NO_REV(IndexMap<FieldP COMMA ValueP>);
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//#define LOG_UPDATES
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// ----------------------------------------------------------------------------- : SetScriptContext : initialization
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SetScriptContext::SetScriptContext(Set& set)
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: set(set)
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{}
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SetScriptContext::~SetScriptContext() {
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// destroy contexts
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FOR_EACH(sc, contexts) {
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delete sc.second;
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}
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}
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Context& SetScriptContext::getContext(const StyleSheetP& stylesheet) {
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Contexts::iterator it = contexts.find(stylesheet.get());
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if (it != contexts.end()) {
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return *it->second; // we already have a context
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} else {
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// create a new context
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Context* ctx = new Context();
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contexts.insert(make_pair(stylesheet.get(), ctx));
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auto it = contexts.try_emplace(stylesheet.get());
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Context& ctx = it.first->second;
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if (it.second) {
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// we created a new context
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// variables
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// NOTE: do not use a smart pointer for the pointer to the set, because the set owns this
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// which would lead to a reference cycle.
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init_script_functions(*ctx);
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ctx->setVariable(SCRIPT_VAR_set, make_intrusive<ScriptObject<Set*>>(&set));
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ctx->setVariable(SCRIPT_VAR_game, to_script(set.game));
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ctx->setVariable(SCRIPT_VAR_stylesheet, to_script(stylesheet));
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ctx->setVariable(SCRIPT_VAR_card_style, to_script(&stylesheet->card_style));
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ctx->setVariable(SCRIPT_VAR_card, set.cards.empty() ? script_nil : to_script(set.cards.front())); // dummy value
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ctx->setVariable(SCRIPT_VAR_styling, to_script(&set.stylingDataFor(*stylesheet)));
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init_script_functions(ctx);
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ctx.setVariable(SCRIPT_VAR_set, make_intrusive<ScriptObject<Set*>>(&set));
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ctx.setVariable(SCRIPT_VAR_game, to_script(set.game));
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ctx.setVariable(SCRIPT_VAR_stylesheet, to_script(stylesheet));
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ctx.setVariable(SCRIPT_VAR_card_style, to_script(&stylesheet->card_style));
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ctx.setVariable(SCRIPT_VAR_card, set.cards.empty() ? script_nil : to_script(set.cards.front())); // dummy value
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ctx.setVariable(SCRIPT_VAR_styling, to_script(&set.stylingDataFor(*stylesheet)));
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try {
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// perform init scripts, don't use a scope, variables stay bound in the context
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set.game ->init_script.invoke(*ctx, false);
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stylesheet->init_script.invoke(*ctx, false);
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set.game ->init_script.invoke(ctx, false);
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stylesheet->init_script.invoke(ctx, false);
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} catch (const Error& e) {
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handle_error(e);
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}
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onInit(stylesheet, ctx);
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return *ctx;
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}
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return ctx;
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}
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Context& SetScriptContext::getContext(const CardP& card) {
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StyleSheetP stylesheet = set.stylesheetForP(card);
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@@ -100,13 +80,13 @@ SetScriptManager::~SetScriptManager() {
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set.actions.removeListener(this);
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}
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void SetScriptManager::onInit(const StyleSheetP& stylesheet, Context* ctx) {
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void SetScriptManager::onInit(const StyleSheetP& stylesheet, Context& ctx) {
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assert(wxThread::IsMain());
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// initialize dependencies
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try {
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// find script dependencies
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initDependencies(*ctx, *set.game);
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initDependencies(*ctx, *stylesheet);
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initDependencies(ctx, *set.game);
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initDependencies(ctx, *stylesheet);
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} catch (const Error& e) {
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handle_error(e);
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}
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