CGameOptions: Make use of std::string_view where applicable

Enforces the use of valid strings in the interface. Also reduces c_str()
noise a little bit.
This commit is contained in:
Lioncash 2020-03-14 19:59:58 -04:00
parent df4487bae8
commit 659b8a43d3
5 changed files with 37 additions and 27 deletions

View File

@ -31,12 +31,12 @@ CGameHintInfo::SHintLocation::SHintLocation(CInputStream& in, s32)
, x8_areaId(in.readUint32Big())
, xc_stringId(in.readUint32Big()) {}
int CGameHintInfo::FindHintIndex(const char* str) {
int CGameHintInfo::FindHintIndex(std::string_view str) {
const std::vector<CGameHint>& gameHints = g_MemoryCardSys->GetHints();
const auto& it = std::find_if(gameHints.begin(), gameHints.end(),
[&str](const CGameHint& gh) -> bool { return gh.GetName() == str; });
const auto it =
std::find_if(gameHints.cbegin(), gameHints.cend(), [&str](const CGameHint& gh) { return gh.GetName() == str; });
return (it != gameHints.end() ? it - gameHints.begin() : -1);
return it != gameHints.cend() ? it - gameHints.cbegin() : -1;
}
CFactoryFnReturn FHintFactory(const SObjectTag&, CInputStream& in, const CVParamTransfer, CObjectReference*) {

View File

@ -42,7 +42,7 @@ private:
public:
CGameHintInfo(CInputStream&, s32);
const std::vector<CGameHint>& GetHints() const { return x0_hints; }
static int FindHintIndex(const char* str);
static int FindHintIndex(std::string_view str);
};
CFactoryFnReturn FHintFactory(const SObjectTag&, CInputStream&, const CVParamTransfer, CObjectReference*);

View File

@ -578,43 +578,51 @@ const CHintOptions::SHintState* CHintOptions::GetCurrentDisplayedHint() const {
return nullptr;
}
void CHintOptions::DelayHint(const char* name) {
int idx = CGameHintInfo::FindHintIndex(name);
if (idx == -1)
void CHintOptions::DelayHint(std::string_view name) {
const int idx = CGameHintInfo::FindHintIndex(name);
if (idx == -1) {
return;
}
if (x10_nextHintIdx == idx)
for (SHintState& state : x0_hintStates)
if (x10_nextHintIdx == idx) {
for (SHintState& state : x0_hintStates) {
state.x4_time += 60.f;
}
}
x0_hintStates[idx].x0_state = EHintState::Delayed;
}
void CHintOptions::ActivateImmediateHintTimer(const char* name) {
int idx = CGameHintInfo::FindHintIndex(name);
if (idx == -1)
void CHintOptions::ActivateImmediateHintTimer(std::string_view name) {
const int idx = CGameHintInfo::FindHintIndex(name);
if (idx == -1) {
return;
}
SHintState& hintState = x0_hintStates[idx];
const CGameHintInfo::CGameHint& hint = g_MemoryCardSys->GetHints()[idx];
if (hintState.x0_state != EHintState::Zero)
if (hintState.x0_state != EHintState::Zero) {
return;
}
hintState.x0_state = EHintState::Waiting;
hintState.x4_time = hint.GetImmediateTime();
}
void CHintOptions::ActivateContinueDelayHintTimer(const char* name) {
void CHintOptions::ActivateContinueDelayHintTimer(std::string_view name) {
int idx = x10_nextHintIdx;
if (idx != 0)
if (idx != 0) {
idx = CGameHintInfo::FindHintIndex(name);
if (idx == -1)
}
if (idx == -1) {
return;
}
SHintState& hintState = x0_hintStates[idx];
const CGameHintInfo::CGameHint& hint = g_MemoryCardSys->GetHints()[idx];
if (hintState.x0_state != EHintState::Displaying)
if (hintState.x0_state != EHintState::Displaying) {
return;
}
hintState.x4_time = hint.GetTextTime();
}

View File

@ -1,6 +1,7 @@
#pragma once
#include <array>
#include <string_view>
#include <vector>
#include "Runtime/CSaveWorld.hpp"
@ -205,9 +206,9 @@ public:
void SetNextHintTime();
void InitializeMemoryState();
const SHintState* GetCurrentDisplayedHint() const;
void DelayHint(const char* name);
void ActivateImmediateHintTimer(const char* name);
void ActivateContinueDelayHintTimer(const char* name);
void DelayHint(std::string_view name);
void ActivateImmediateHintTimer(std::string_view name);
void ActivateContinueDelayHintTimer(std::string_view name);
void DismissDisplayedHint();
u32 GetNextHintIdx() const;
const std::vector<SHintState>& GetHintStates() const { return x0_hintStates; }

View File

@ -396,12 +396,13 @@ void CScriptSpecialFunction::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId
}
case ESpecialFunction::RedundantHintSystem: {
CHintOptions& hintOptions = g_GameState->HintOptions();
if (msg == EScriptObjectMessage::Action)
hintOptions.ActivateContinueDelayHintTimer(xec_locatorName.c_str());
else if (msg == EScriptObjectMessage::Increment)
hintOptions.ActivateImmediateHintTimer(xec_locatorName.c_str());
else if (msg == EScriptObjectMessage::Decrement)
hintOptions.DelayHint(xec_locatorName.c_str());
if (msg == EScriptObjectMessage::Action) {
hintOptions.ActivateContinueDelayHintTimer(xec_locatorName);
} else if (msg == EScriptObjectMessage::Increment) {
hintOptions.ActivateImmediateHintTimer(xec_locatorName);
} else if (msg == EScriptObjectMessage::Decrement) {
hintOptions.DelayHint(xec_locatorName);
}
break;
}
case ESpecialFunction::Billboard: {