void EuclideanMenuSlice::resizeViews() { if (!window) { return; } //The main view is the size of the RenderWindow, always. sf::Vector2u sz = window->getSize(); mainView.setCenter(0, 0); mainView.setSize(sz.x, sz.y); //The minimap view is the size of the entire 2-D map area to render, and is centered on it. It's also off-center std::pair<double, double> xRng(-500, 500); //min/max std::pair<double, double> yRng(-500, 500); //min/max // // TODO: We need a spatial index to return the bounds. We *also* need to include the size of the object, // not just its position. We *also* need to subclass Drawable (since we aren't always adding Shapes). // //Better init. if (!isItemsEmpty()) { //TEMP: casting... xRng.first = xRng.second = ((sf::Shape*)get_first_item())->getPosition().x; yRng.first = yRng.second = ((sf::Shape*)get_first_item())->getPosition().y; } //Measure it. check_all_items(); items_sp.forAllItems([&xRng, &yRng](AbstractGameObject* item) { // for (sf::Drawable* item : items) { geom::Rectangle bounds = item->getBounds(); xRng.first = std::min(xRng.first, bounds.x); xRng.second = std::max(xRng.second, bounds.x+bounds.width); yRng.first = std::min(yRng.first, bounds.y); yRng.second = std::max(yRng.second, bounds.y+bounds.height); // } }); //Set it. float xDiff = xRng.second-xRng.first; float yDiff = yRng.second-yRng.first; //TEMP: Widen it xRng.first -= 300; yRng.first -= 300; xDiff += 600; yDiff += 600; minimapView.setCenter(xRng.first+xDiff/2.0, yRng.first+yDiff/2.0); minimapView.setSize(xDiff, yDiff); minimapView.setViewport(sf::FloatRect(0.79, 0.01, 0.2, 0.2)); }
static void some_really_long_function_name( struct device *dev, struct device_driver *drv) { if ((some_variable_name && somefunction(param1, param2, param3))) { asdfghjk = asdfasdfasd.aasdfasd + (asdfasd.asdas * 1234.65); } for (struct something_really_really_excessive * a_long_ptr_name = get_first_item(); a_long_ptr_name != NULL; a_long_ptr_name = get_next_item(a_long_ptr_name)) { } for (a = get_first(); a != NULL; a = get_next(a)) { } for (a_ptr = get_first(); a_ptr != NULL; a_ptr = get_next(a)) { } register_clcmd( "examine", "do_examine", -1, "-Allows a player to examine the health and armor of a teammate" ); register_clcmd( "/examine", "do_examine", -1, "-Allows a player to examine the health and armor of a teammate" ); }
bool del_item(uint32_t item_id, uint32_t item_count) { if( !check_del_item(item_id, item_count))return false; uint32_t total_del_count = item_count; while(total_del_count) { item* p_item = get_first_item(item_id); uint32_t cur_heap_count = p_item->get_cur_heap_count(); if(cur_heap_count > item_count) { p_item->dec_cur_heap_count(item_count); total_del_count -= item_count; } else { p_item->dec_cur_heap_count(item_count); total_del_count -= cur_heap_count; p_item->clear_to_item(); item_grid[p_item->bag_index_] = NULL; item_factory::get_instance()->destroy_item(p_item); p_item = NULL; } } return true; }
bool check_add_item(uint32_t item_id, uint32_t item_count) { item_data* p_data = item_data_mgr::get_instance()->get_item_data_by_id(item_id); item* p_item = get_first_item(item_id); int32_t remain_count = item_count; uint32_t need_grid_count = 0; if(p_item == NULL) { need_grid_count = item_count / p_data->max_heap_num_ + (item_count % p_data->max_heap_num_ ? 1:0 ); } else { while(p_item) { uint32_t count = p_item->get_cur_remain_heap_count(); remain_count -= count; p_item = get_next_item(p_item); if(remain_count < 0) { remain_count = 0; break; } } need_grid_count = remain_count / p_data->max_heap_num_ + (remain_count % p_data->max_heap_num_ ? 1:0 ); } return need_grid_count >= get_empty_grid_count(); }
bool add_item(uint32_t item_id, uint32_t item_count) { if( !check_add_item(item_id, item_count))return false; uint32_t remain_count = item_count; item* p_item = get_first_item(item_id); if(p_item == NULL) { return add_item_to_empty_grid(item_id, item_count); } else { while(p_item) { uint32_t remain_heap_count = p_item->get_cur_remain_heap_count(); if(remain_heap_count == 0)continue; if(remain_heap_count <= remain_count) { p_item->inc_cur_heap_count( remain_heap_count); remain_count -= remain_heap_count; } else { p_item->inc_cur_heap_count(remain_count); remain_count = 0; break; } p_item = get_next_item(p_item); } if(remain_count > 0) { return add_item_to_empty_grid(item_id, remain_count); } } return true; }