NGameList: Tidying up

Cleans up linkage and casts.
This commit is contained in:
Lioncash 2020-06-18 04:20:39 -04:00
parent a54bd900c0
commit cc04eee1b7
1 changed files with 27 additions and 25 deletions

View File

@ -1,9 +1,12 @@
#include "NGameList.h"
#include <Common/Log.h>
#include <array>
namespace NGameList
{
namespace
{
/** Path for the templates directory */
const TString gkTemplatesDir = "templates/";
@ -16,11 +19,9 @@ struct SGameInfo
TString Name;
TString TemplatePath;
std::unique_ptr<CGameTemplate> pTemplate;
bool IsValid;
bool IsValid = false;
SGameInfo()
: IsValid(false)
{}
SGameInfo() = default;
void Serialize(IArchive& Arc)
{
@ -33,7 +34,7 @@ struct SGameInfo
}
}
};
SGameInfo gGameList[int(EGame::Max)];
std::array<SGameInfo, static_cast<size_t>(EGame::Max)> gGameList;
/** Whether the game list has been loaded */
bool gLoadedGameList = false;
@ -41,20 +42,20 @@ bool gLoadedGameList = false;
/** Returns whether a game template has been loaded or not */
bool IsGameTemplateLoaded(EGame Game)
{
int GameIdx = (int) Game;
const auto GameIdx = static_cast<size_t>(Game);
const SGameInfo& GameInfo = gGameList[GameIdx];
return GameInfo.pTemplate != nullptr;
}
/** Serialize the game list to/from a file */
inline void SerializeGameList(IArchive& Arc)
void SerializeGameList(IArchive& Arc)
{
// Serialize the number of games with valid GameInfos.
uint32 NumGames = 0;
if (Arc.IsWriter())
{
for (uint32 GameIdx = 0; GameIdx < (uint32) EGame::Max; GameIdx++)
for (uint32 GameIdx = 0; GameIdx < static_cast<uint32>(EGame::Max); GameIdx++)
{
if (gGameList[GameIdx].IsValid)
NumGames++;
@ -64,7 +65,7 @@ inline void SerializeGameList(IArchive& Arc)
Arc.SerializeArraySize(NumGames);
// Serialize the actual game info
for (uint32 GameIdx = 0; GameIdx < (uint32) EGame::Max; GameIdx++)
for (uint32 GameIdx = 0; GameIdx < static_cast<uint32>(EGame::Max); GameIdx++)
{
// Skip games that don't have game templates when writing.
if (Arc.IsWriter() && !gGameList[GameIdx].IsValid)
@ -73,14 +74,15 @@ inline void SerializeGameList(IArchive& Arc)
ENSURE(Arc.ParamBegin("Game", 0));
// Determine which game is being serialized
EGame Game = (EGame) GameIdx;
const auto Game = static_cast<EGame>(GameIdx);
Arc << SerialParameter("ID", Game, SH_Attribute);
ASSERT(Game != EGame::Invalid);
gGameList[ (uint32) Game ].Serialize(Arc);
gGameList[static_cast<uint32>(Game)].Serialize(Arc);
Arc.ParamEnd();
}
}
} // Anonymous namespace
/** Load the game list into memory */
void LoadGameList()
@ -110,16 +112,16 @@ void SaveGameList()
/** Load all game templates into memory */
void LoadAllGameTemplates()
{
for (int GameIdx = 0; GameIdx < (int) EGame::Max; GameIdx++)
GetGameTemplate( (EGame) GameIdx );
for (int GameIdx = 0; GameIdx < static_cast<int>(EGame::Max); GameIdx++)
GetGameTemplate(static_cast<EGame>(GameIdx));
}
/** Resave templates. If ForceAll is false, only saves templates that have been modified. */
void SaveTemplates(bool ForceAll /*= false*/)
void SaveTemplates(bool ForceAll)
{
for (int GameIdx = 0; GameIdx < (int) EGame::Max; GameIdx++)
for (int GameIdx = 0; GameIdx < static_cast<int>(EGame::Max); GameIdx++)
{
EGame Game = (EGame) GameIdx;
const auto Game = static_cast<EGame>(GameIdx);
if (IsGameTemplateLoaded(Game))
{
CGameTemplate* pGameTemplate = GetGameTemplate(Game);
@ -137,7 +139,7 @@ CGameTemplate* GetGameTemplate(EGame Game)
return nullptr;
}
ASSERT(Game >= (EGame) 0 && Game < EGame::Max);
ASSERT(Game >= static_cast<EGame>(0) && Game < EGame::Max);
// Initialize the game list, if it hasn't been loaded yet.
if (!gLoadedGameList)
@ -145,13 +147,13 @@ CGameTemplate* GetGameTemplate(EGame Game)
LoadGameList();
}
int GameIdx = (int) Game;
const int GameIdx = static_cast<int>(Game);
SGameInfo& GameInfo = gGameList[GameIdx];
// Load the game template, if it hasn't been loaded yet.
if (!GameInfo.pTemplate && !GameInfo.Name.IsEmpty())
{
TString GamePath = gDataDir + gkTemplatesDir + GameInfo.TemplatePath;
const TString GamePath = gDataDir + gkTemplatesDir + GameInfo.TemplatePath;
GameInfo.pTemplate = std::make_unique<CGameTemplate>();
GameInfo.pTemplate->Load(GamePath);
}
@ -162,7 +164,7 @@ CGameTemplate* GetGameTemplate(EGame Game)
/** Clean up game list resources. This needs to be called on app shutdown to ensure things are cleaned up in the right order. */
void Shutdown()
{
for (int GameIdx = 0; GameIdx < (int) EGame::Max; GameIdx++)
for (int GameIdx = 0; GameIdx < static_cast<int>(EGame::Max); GameIdx++)
{
gGameList[GameIdx].Name = "";
gGameList[GameIdx].TemplatePath = "";