cosmetic: tidy up punctuation in controller ctor initializer lists

Moves the : and , to lead the lines rather than end them. This
makes the initializer lists a bit more readable, as it lines up
these punctuations and separates them from the initializer
expressions. It seems to be mordante's style in most of the GUI2
code to do it this way. It also has the advantage that each line
is paired with its matching punctuation mark, so if you need to
add or rearrange things, you never need to edit a line solely to
move a comma around, reducing the noise in the diffs.
This commit is contained in:
Chris Beck 2015-01-02 20:20:28 -05:00
parent d356e8d53f
commit 7aea1c732a
4 changed files with 66 additions and 66 deletions

View file

@ -109,44 +109,44 @@ static void clear_resources()
play_controller::play_controller(const config& level, saved_game& state_of_game,
const int ticks, const config& game_config, const tdata_cache & tdata,
CVideo& video, bool skip_replay) :
controller_base(game_config, video),
observer(),
savegame_config(),
gamestate_(level, tdata),
level_(level),
saved_game_(state_of_game),
prefs_disp_manager_(),
tooltips_manager_(),
whiteboard_manager_(),
plugins_context_(),
labels_manager_(),
help_manager_(&game_config),
mouse_handler_(NULL, *this),
menu_handler_(NULL, *this, level, game_config),
hotkey_handler_(new hotkey_handler(*this, saved_game_)),
soundsources_manager_(),
persist_(),
gui_(),
xp_mod_(new unit_experience_accelerator(level["experience_modifier"].to_int(100))),
statistics_context_(new statistics::scenario_context(level["name"])),
undo_stack_(new actions::undo_list(level.child("undo_stack"))),
loading_game_(level["playing_team"].empty() == false),
player_number_(1),
first_player_(level["playing_team"].to_int() + 1),
start_turn_(gamestate_.tod_manager_.turn()), // gamestate_.tod_manager_ constructed above
skip_replay_(skip_replay),
linger_(false),
it_is_a_new_turn_(true),
init_side_done_(level["init_side_done"].to_bool(true)),
ticks_(ticks),
victory_when_enemies_defeated_(true),
remove_from_carryover_on_defeat_(true),
end_level_data_(),
victory_music_(),
defeat_music_(),
scope_(),
server_request_number_(0)
CVideo& video, bool skip_replay)
: controller_base(game_config, video)
, observer()
, savegame_config()
, gamestate_(level, tdata)
, level_(level)
, saved_game_(state_of_game)
, prefs_disp_manager_()
, tooltips_manager_()
, whiteboard_manager_()
, plugins_context_()
, labels_manager_()
, help_manager_(&game_config)
, mouse_handler_(NULL, *this)
, menu_handler_(NULL, *this, level, game_config)
, hotkey_handler_(new hotkey_handler(*this, saved_game_))
, soundsources_manager_()
, persist_()
, gui_()
, xp_mod_(new unit_experience_accelerator(level["experience_modifier"].to_int(100)))
, statistics_context_(new statistics::scenario_context(level["name"]))
, undo_stack_(new actions::undo_list(level.child("undo_stack")))
, loading_game_(level["playing_team"].empty() == false)
, player_number_(1)
, first_player_(level["playing_team"].to_int() + 1)
, start_turn_(gamestate_.tod_manager_.turn()) // gamestate_.tod_manager_ constructed above
, skip_replay_(skip_replay)
, linger_(false)
, it_is_a_new_turn_(true)
, init_side_done_(level["init_side_done"].to_bool(true))
, ticks_(ticks)
, victory_when_enemies_defeated_(true)
, remove_from_carryover_on_defeat_(true)
, end_level_data_()
, victory_music_()
, defeat_music_()
, scope_()
, server_request_number_(0)
{
resources::controller = this;
resources::gameboard = &gamestate_.board_;

View file

@ -42,12 +42,12 @@ unsigned int playmp_controller::replay_last_turn_ = 0;
playmp_controller::playmp_controller(const config& level,
saved_game& state_of_game, const int ticks, const config& game_config,
const tdata_cache & tdata, CVideo& video,
bool skip_replay, bool blindfold_replay_, bool is_host) :
playsingle_controller(level, state_of_game, ticks,
game_config, tdata, video, skip_replay || blindfold_replay_), //this || means that if blindfold is enabled, quick replays will be on.
beep_warning_time_(0),
network_processing_stopped_(false),
blindfold_(*gui_,blindfold_replay_)
bool skip_replay, bool blindfold_replay_, bool is_host)
: playsingle_controller(level, state_of_game, ticks,
game_config, tdata, video, skip_replay || blindfold_replay_) //this || means that if blindfold is enabled, quick replays will be on.
, beep_warning_time_(0)
, network_processing_stopped_(false)
, blindfold_(*gui_,blindfold_replay_)
{
hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the mp (network enabled) version

View file

@ -71,19 +71,19 @@ static lg::log_domain log_enginerefac("enginerefac");
playsingle_controller::playsingle_controller(const config& level,
saved_game& state_of_game, const int ticks,
const config& game_config, const tdata_cache & tdata,
CVideo& video, bool skip_replay) :
play_controller(level, state_of_game, ticks, game_config, tdata, video, skip_replay),
cursor_setter(cursor::NORMAL),
textbox_info_(),
replay_sender_(recorder),
network_reader_(),
turn_data_(replay_sender_, network_reader_),
end_turn_(false),
player_type_changed_(false),
replaying_(false),
skip_next_turn_(false),
do_autosaves_(false),
level_result_(NONE)
CVideo& video, bool skip_replay)
: play_controller(level, state_of_game, ticks, game_config, tdata, video, skip_replay)
, cursor_setter(cursor::NORMAL)
, textbox_info_()
, replay_sender_(recorder)
, network_reader_()
, turn_data_(replay_sender_, network_reader_)
, end_turn_(false)
, player_type_changed_(false)
, replaying_(false)
, skip_next_turn_(false)
, do_autosaves_(false)
, level_result_(NONE)
{
hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the sp (whiteboard enabled) version

View file

@ -117,15 +117,15 @@ possible_end_play_signal replay_controller::try_run_to_completion() {
replay_controller::replay_controller(const config& level,
saved_game& state_of_game, const int ticks,
const config& game_config,
const tdata_cache & tdata, CVideo& video) :
play_controller(level, state_of_game, ticks, game_config, tdata, video, false),
saved_game_start_(saved_game_),
gameboard_start_(gamestate_.board_),
tod_manager_start_(level),
current_turn_(1),
is_playing_(false),
show_everything_(false),
show_team_(state_of_game.classification().campaign_type == game_classification::MULTIPLAYER ? 0 : 1)
const tdata_cache & tdata, CVideo& video)
: play_controller(level, state_of_game, ticks, game_config, tdata, video, false)
, saved_game_start_(saved_game_)
, gameboard_start_(gamestate_.board_)
, tod_manager_start_(level)
, current_turn_(1)
, is_playing_(false)
, show_everything_(false)
, show_team_(state_of_game.classification().campaign_type == game_classification::MULTIPLAYER ? 0 : 1)
{
hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the replay controller version