Codechange: Use null pointer literal instead of the NULL macro

This commit is contained in:
Henry Wilson
2019-04-10 22:07:06 +01:00
committed by Michael Lutz
parent 3b4f224c0b
commit 7c8e7c6b6e
463 changed files with 5674 additions and 5674 deletions

View File

@@ -293,8 +293,8 @@ struct TerraformToolbarWindow : Window {
static EventState TerraformToolbarGlobalHotkeys(int hotkey)
{
if (_game_mode != GM_NORMAL) return ES_NOT_HANDLED;
Window *w = ShowTerraformToolbar(NULL);
if (w == NULL) return ES_NOT_HANDLED;
Window *w = ShowTerraformToolbar(nullptr);
if (w == nullptr) return ES_NOT_HANDLED;
return w->OnHotkey(hotkey);
}
@@ -353,14 +353,14 @@ static WindowDesc _terraform_desc(
/**
* Show the toolbar for terraforming in the game.
* @param link The toolbar we might want to link to.
* @return The allocated toolbar if the window was newly opened, else \c NULL.
* @return The allocated toolbar if the window was newly opened, else \c nullptr.
*/
Window *ShowTerraformToolbar(Window *link)
{
if (!Company::IsValidID(_local_company)) return NULL;
if (!Company::IsValidID(_local_company)) return nullptr;
Window *w;
if (link == NULL) {
if (link == nullptr) {
w = AllocateWindowDescFront<TerraformToolbarWindow>(&_terraform_desc, 0);
return w;
}
@@ -631,7 +631,7 @@ struct ScenarioEditorLandscapeGenerationWindow : Window {
break;
case WID_ETT_RESET_LANDSCAPE: // Reset landscape
ShowQuery(STR_QUERY_RESET_LANDSCAPE_CAPTION, STR_RESET_LANDSCAPE_CONFIRMATION_TEXT, NULL, ResetLandscapeConfirmationCallback);
ShowQuery(STR_QUERY_RESET_LANDSCAPE_CAPTION, STR_RESET_LANDSCAPE_CONFIRMATION_TEXT, nullptr, ResetLandscapeConfirmationCallback);
break;
default: NOT_REACHED();
@@ -720,7 +720,7 @@ static EventState TerraformToolbarEditorGlobalHotkeys(int hotkey)
{
if (_game_mode != GM_EDITOR) return ES_NOT_HANDLED;
Window *w = ShowEditorTerraformToolbar();
if (w == NULL) return ES_NOT_HANDLED;
if (w == nullptr) return ES_NOT_HANDLED;
return w->OnHotkey(hotkey);
}
@@ -747,7 +747,7 @@ static WindowDesc _scen_edit_land_gen_desc(
/**
* Show the toolbar for terraforming in the scenario editor.
* @return The allocated toolbar if the window was newly opened, else \c NULL.
* @return The allocated toolbar if the window was newly opened, else \c nullptr.
*/
Window *ShowEditorTerraformToolbar()
{