Kaynağa Gözat

Code style: add empty parameters list to more lambda expressions

Arseniy Shestakov 8 yıl önce
ebeveyn
işleme
b540ab73ed

+ 4 - 4
client/windows/CAdvmapInterface.cpp

@@ -1916,19 +1916,19 @@ CAdventureOptions::CAdventureOptions():
 {
 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
-	viewWorld = new CButton(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_v);
+	viewWorld = new CButton(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_v);
 	viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT));
 
 	exit = new CButton(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);
 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
-	scenInfo = new CButton(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_i);
+	scenInfo = new CButton(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_i);
 	scenInfo->addCallback(CAdventureOptions::showScenarioInfo);
 
-	puzzle = new CButton(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_p);
+	puzzle = new CButton(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_p);
 	puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));
 
-	dig = new CButton(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_d);
+	dig = new CButton(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_d);
 	if(const CGHeroInstance *h = adventureInt->curHero())
 		dig->addCallback(std::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h));
 	else

+ 10 - 10
client/windows/CCastleInterface.cpp

@@ -850,8 +850,8 @@ void CCastleBuildings::enterTownHall()
 		if(!vstd::contains(town->forbiddenBuildings, BuildingID::GRAIL))
 		{
 			LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[597], //Do you wish this to be the permanent home of the Grail?
-										[&]{ LOCPLINT->cb->buildBuilding(town, BuildingID::GRAIL); },
-										[&]{ openTownHall(); },
+										[&](){ LOCPLINT->cb->buildBuilding(town, BuildingID::GRAIL); },
+										[&](){ openTownHall(); },
 										true);
 		}
 		else
@@ -904,11 +904,11 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInst
 	income = new CLabel(195, 443, FONT_SMALL, CENTER);
 	icon = new CAnimImage("ITPT", 0, 0, 15, 387);
 
-	exit = new CButton(Point(744, 544), "TSBTNS", CButton::tooltip(CGI->generaltexth->tcommands[8]), [&]{close();}, SDLK_RETURN);
+	exit = new CButton(Point(744, 544), "TSBTNS", CButton::tooltip(CGI->generaltexth->tcommands[8]), [&](){close();}, SDLK_RETURN);
 	exit->assignedKeys.insert(SDLK_ESCAPE);
 	exit->setImageOrder(4, 5, 6, 7);
 
-	split = new CButton(Point(744, 382), "TSBTNS.DEF", CButton::tooltip(CGI->generaltexth->tcommands[3]), [&]{garr->splitClick();});
+	split = new CButton(Point(744, 382), "TSBTNS.DEF", CButton::tooltip(CGI->generaltexth->tcommands[3]), [&](){garr->splitClick();});
 	split->addCallback(std::bind(&HeroSlots::splitClicked, heroes));
 	garr->addSplitBtn(split);
 
@@ -1330,7 +1330,7 @@ CHallInterface::CHallInterface(const CGTownInstance *Town):
 	statusBar = new CGStatusBar(new CPicture(*background, barRect, 5, 556, false));
 
 	title = new CLabel(399, 12, FONT_MEDIUM, CENTER, Colors::WHITE, town->town->buildings.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->Name());
-	exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->hcommands[8]), [&]{close();}, SDLK_RETURN);
+	exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->hcommands[8]), [&](){close();}, SDLK_RETURN);
 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
 	auto & boxList = town->town->clientInfo.hallSlots;
@@ -1431,7 +1431,7 @@ CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Buildin
 		std::string tooltipYes = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % building->Name());
 		std::string tooltipNo  = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % building->Name());
 
-		CButton * buy = new CButton(Point(45, 446), "IBUY30", CButton::tooltip(tooltipYes), [&]{ buyFunc(); }, SDLK_RETURN);
+		CButton * buy = new CButton(Point(45, 446), "IBUY30", CButton::tooltip(tooltipYes), [&](){ buyFunc(); }, SDLK_RETURN);
 		buy->borderColor = Colors::METALLIC_GOLD;
 		buy->block(state!=7 || LOCPLINT->playerID != town->tempOwner);
 
@@ -1465,7 +1465,7 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
 	title = new CLabel(400, 12, FONT_BIG, CENTER, Colors::WHITE, fortBuilding->Name());
 
 	std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->Name());
-	exit = new CButton(Point(748, 556), "TPMAGE1", CButton::tooltip(text), [&]{ close(); }, SDLK_RETURN);
+	exit = new CButton(Point(748, 556), "TPMAGE1", CButton::tooltip(text), [&](){ close(); }, SDLK_RETURN);
 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
 	std::vector<Point> positions =
@@ -1677,7 +1677,7 @@ CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner,std::string imagem)
 	Rect barRect(7, 556, 737, 18);
 	statusBar = new CGStatusBar(new CPicture(*background, barRect, 7, 556, false));
 
-	exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->allTexts[593]), [&]{ close(); }, SDLK_RETURN);
+	exit = new CButton(Point(748, 556), "TPMAGE1.DEF", CButton::tooltip(CGI->generaltexth->allTexts[593]), [&](){ close(); }, SDLK_RETURN);
 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
 	static const std::vector<std::vector<Point> > positions =
@@ -1754,10 +1754,10 @@ CBlacksmithDialog::CBlacksmithDialog(bool possible, CreatureID creMachineID, Art
 	                boost::lexical_cast<std::string>(CGI->arth->artifacts[aid]->price));
 
 	std::string text = boost::str(boost::format(CGI->generaltexth->allTexts[595]) % creature->nameSing);
-	buy = new CButton(Point(42, 312), "IBUY30.DEF", CButton::tooltip(text), [&]{ close(); }, SDLK_RETURN);
+	buy = new CButton(Point(42, 312), "IBUY30.DEF", CButton::tooltip(text), [&](){ close(); }, SDLK_RETURN);
 
 	text = boost::str(boost::format(CGI->generaltexth->allTexts[596]) % creature->nameSing);
-	cancel = new CButton(Point(224, 312), "ICANCEL.DEF", CButton::tooltip(text), [&]{ close(); }, SDLK_ESCAPE);
+	cancel = new CButton(Point(224, 312), "ICANCEL.DEF", CButton::tooltip(text), [&](){ close(); }, SDLK_ESCAPE);
 
 	if(possible)
 		buy->addCallback([=]{ LOCPLINT->cb->buyArtifact(LOCPLINT->cb->getHero(hid),aid); });

+ 2 - 2
client/windows/CTradeWindow.cpp

@@ -713,7 +713,7 @@ CMarketplaceWindow::CMarketplaceWindow(const IMarket *Market, const CGHeroInstan
 	initItems(false);
 	initItems(true);
 
-	ok = new CButton(Point(516, 520), "IOK6432.DEF", CGI->generaltexth->zelp[600], [&]{ close(); }, SDLK_RETURN);
+	ok = new CButton(Point(516, 520), "IOK6432.DEF", CGI->generaltexth->zelp[600], [&](){ close(); }, SDLK_RETURN);
 	ok->assignedKeys.insert(SDLK_ESCAPE);
 	deal = new CButton(Point(307, 520), "TPMRKB.DEF", CGI->generaltexth->zelp[595], [&](){ makeDeal(); } );
 	deal->block(true);
@@ -1165,7 +1165,7 @@ CAltarWindow::CAltarWindow(const IMarket * Market, const CGHeroInstance * Hero,
 
 	new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
 
-	ok = new CButton(Point(516, 520), "IOK6432.DEF", CGI->generaltexth->zelp[568], [&]{ close();}, SDLK_RETURN);
+	ok = new CButton(Point(516, 520), "IOK6432.DEF", CGI->generaltexth->zelp[568], [&](){ close();}, SDLK_RETURN);
 	ok->assignedKeys.insert(SDLK_ESCAPE);
 
 	deal = new CButton(Point(269, 520), "ALTSACR.DEF", CGI->generaltexth->zelp[585], std::bind(&CAltarWindow::makeDeal,this));

+ 4 - 4
client/windows/GUIClasses.cpp

@@ -1315,7 +1315,7 @@ CUniversityWindow::CUniversityWindow(const CGHeroInstance * _hero, const IMarket
 	for (int i=0; i<list.size(); i++)//prepare clickable items
 		items.push_back(new CItem(this, list[i], 54+i*104, 234));
 
-	cancel = new CButton(Point(200, 313), "IOKAY.DEF", CGI->generaltexth->zelp[632], [&]{ close(); }, SDLK_RETURN);
+	cancel = new CButton(Point(200, 313), "IOKAY.DEF", CGI->generaltexth->zelp[632], [&](){ close(); }, SDLK_RETURN);
 
 	bar = new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
 }
@@ -1351,7 +1351,7 @@ CUnivConfirmWindow::CUnivConfirmWindow(CUniversityWindow * PARENT, int SKILL, bo
 	confirm= new CButton(Point(148, 299), "IBY6432.DEF", CButton::tooltip(hoverText, text), [=]{makeDeal(SKILL);}, SDLK_RETURN);
 	confirm->block(!available);
 
-	cancel = new CButton(Point(252,299), "ICANCEL.DEF", CGI->generaltexth->zelp[631], [&]{ close(); }, SDLK_ESCAPE);
+	cancel = new CButton(Point(252,299), "ICANCEL.DEF", CGI->generaltexth->zelp[631], [&](){ close(); }, SDLK_ESCAPE);
 	bar = new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
 }
 
@@ -1391,7 +1391,7 @@ CHillFortWindow::CHillFortWindow(const CGHeroInstance *visitor, const CGObjectIn
 		}
 	}
 
-	upgradeAll = new CButton(Point(30, 231), "", CButton::tooltip(CGI->generaltexth->allTexts[432]), [&]{ makeDeal(SlotID(slotsCount));}, SDLK_0);
+	upgradeAll = new CButton(Point(30, 231), "", CButton::tooltip(CGI->generaltexth->allTexts[432]), [&](){ makeDeal(SlotID(slotsCount));}, SDLK_0);
 	for (auto image : { "APHLF4R.DEF", "APHLF4Y.DEF", "APHLF4G.DEF" })
 		upgradeAll->addImage(image);
 
@@ -1576,7 +1576,7 @@ CThievesGuildWindow::CThievesGuildWindow(const CGObjectInstance * _owner):
 	SThievesGuildInfo tgi; //info to be displayed
 	LOCPLINT->cb->getThievesGuildInfo(tgi, owner);
 
-	exitb = new CButton (Point(748, 556), "TPMAGE1", CButton::tooltip(CGI->generaltexth->allTexts[600]), [&]{ close();}, SDLK_RETURN);
+	exitb = new CButton (Point(748, 556), "TPMAGE1", CButton::tooltip(CGI->generaltexth->allTexts[600]), [&](){ close();}, SDLK_RETURN);
 	exitb->assignedKeys.insert(SDLK_ESCAPE);
 	statusBar = new CGStatusBar(3, 555, "TStatBar.bmp", 742);
 

+ 1 - 1
lib/battle/BattleInfo.cpp

@@ -305,7 +305,7 @@ BattleInfo * BattleInfo::setupBattle(int3 tile, ETerrainType terrain, BFieldType
 		const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement
 
 		RandGen r;
-		auto ourRand = [&]{ return r.rand(); };
+		auto ourRand = [&](){ return r.rand(); };
 		r.srand(tile);
 		r.rand(1,8); //battle sound ID to play... can't do anything with it here
 		int tilesToBlock = r.rand(5,12);