refactor: Heavy refactoring to modern code style

This commit is contained in:
2025-04-03 21:31:08 +02:00
parent 04a8904cbe
commit 9ebbedb04a
32 changed files with 2360 additions and 4112 deletions
+11 -13
View File
@@ -23,13 +23,10 @@ class SPITPlayer {
public:
class PlaySPITType {
public:
PlaySPITType();
PlaySPITType(SPITPlayer *p_SPITPlayer, string p_SPITObjectID);
PlaySPITType(const PlaySPITType &orig);
string getSPITTypeID() const {
return m_SPITTypeID;
}
string getSPITTypeID() const { return m_SPITTypeID; }
void startPlaySequence();
bool getIsNew() const { return m_IsNew; }
@@ -57,9 +54,9 @@ class SPITPlayer {
//----- SPITPlayer ------
public:
// list the SPITPlayers
static unordered_map<string, SPITPlayer *> s_SPITPlayers; // all actual played objects
static SPITPlayer *getSPITPlayer(string p_PlayerID); // if a player does not exist creates a new one
static void clearPlayers();
static unordered_map<string, unique_ptr<SPITPlayer>> s_SPITPlayers; // all actual played objects
static SPITPlayer &getSPITPlayer(string p_PlayerID); // if a player does not exist creates a new one
static void clearPlayers() { s_SPITPlayers.clear(); }
SPITPlayer(string p_PlayerID);
virtual ~SPITPlayer();
@@ -72,21 +69,22 @@ class SPITPlayer {
return m_ID;
}
unordered_map<string, PlaySPITType *> *getPlaySPITTypes();
unordered_map<string, unique_ptr<PlaySPITType>> &getPlaySPITTypes() { return m_PlaySPITTypes; }
void setIsRunning(bool p_IsRunning) { m_IsRunning = p_IsRunning; }
void setName(string p_Name) { m_Name = p_Name; }
void setType(char p_Type) { m_Type = p_Type; }
void setTime(long long p_Frames) { m_TimeFrames = p_Frames; }
bool getIsRunning() { return m_IsRunning; }
string getName() { return m_Name; }
char getType() { return m_Type; }
long long getTime() { return m_TimeFrames; }
bool getIsRunning() const { return m_IsRunning; }
string getName() const { return m_Name; }
char getType() const { return m_Type; }
long long getTime() const { return m_TimeFrames; }
private:
string m_ID;
string m_Name;
char m_Type;
unordered_map<string, PlaySPITType *> m_PlaySPITTypes;
unordered_map<string, unique_ptr<PlaySPITType>> m_PlaySPITTypes;
bool m_IsRunning;
long long m_TimeFrames;
};