Codechange: rename SL_LST to SL_REFLIST to highlight the "reference" part
You can easily mistake SlList / SL_LST to be a list of SL_VAR, but it is a list of SL_REF. With this rename, it hopefully saves a few people from "wtf?" moments.
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committed by
Patric Stout

parent
aa6443d57a
commit
8f323855b1
@@ -495,10 +495,10 @@ typedef uint32 VarType;
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enum SaveLoadType : byte {
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SL_VAR = 0, ///< Save/load a variable.
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SL_REF = 1, ///< Save/load a reference.
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SL_ARR = 2, ///< Save/load an array.
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SL_ARR = 2, ///< Save/load a fixed-size array of #SL_VAR elements.
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SL_STR = 3, ///< Save/load a string.
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SL_LST = 4, ///< Save/load a list.
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SL_DEQUE = 5, ///< Save/load a deque.
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SL_REFLIST = 4, ///< Save/load a list of #SL_REF elements.
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SL_DEQUE = 5, ///< Save/load a deque of #SL_VAR elements.
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SL_STDSTR = 6, ///< Save/load a \c std::string.
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/* non-normal save-load types */
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SL_WRITEBYTE = 8,
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@@ -557,7 +557,7 @@ using SaveLoadTable = span<const SaveLoad>;
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#define SLE_CONDREF(base, variable, type, from, to) SLE_GENERAL(SL_REF, base, variable, type, 0, from, to, 0)
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/**
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* Storage of an array in some savegame versions.
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* Storage of a fixed-size array of #SL_VAR elements in some savegame versions.
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* @param base Name of the class or struct containing the array.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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@@ -589,17 +589,17 @@ using SaveLoadTable = span<const SaveLoad>;
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#define SLE_CONDSSTR(base, variable, type, from, to) SLE_GENERAL(SL_STDSTR, base, variable, type, 0, from, to, 0)
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/**
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* Storage of a list in some savegame versions.
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* Storage of a list of #SL_REF elements in some savegame versions.
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* @param base Name of the class or struct containing the list.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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* @param from First savegame version that has the list.
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* @param to Last savegame version that has the list.
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*/
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#define SLE_CONDLST(base, variable, type, from, to) SLE_GENERAL(SL_LST, base, variable, type, 0, from, to, 0)
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#define SLE_CONDREFLIST(base, variable, type, from, to) SLE_GENERAL(SL_REFLIST, base, variable, type, 0, from, to, 0)
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/**
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* Storage of a deque in some savegame versions.
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* Storage of a deque of #SL_VAR elements in some savegame versions.
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* @param base Name of the class or struct containing the list.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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@@ -625,7 +625,7 @@ using SaveLoadTable = span<const SaveLoad>;
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#define SLE_REF(base, variable, type) SLE_CONDREF(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
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/**
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* Storage of an array in every version of a savegame.
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* Storage of fixed-size array of #SL_VAR elements in every version of a savegame.
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* @param base Name of the class or struct containing the array.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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@@ -651,12 +651,12 @@ using SaveLoadTable = span<const SaveLoad>;
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#define SLE_SSTR(base, variable, type) SLE_CONDSSTR(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
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/**
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* Storage of a list in every savegame version.
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* Storage of a list of #SL_REF elements in every savegame version.
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* @param base Name of the class or struct containing the list.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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*/
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#define SLE_LST(base, variable, type) SLE_CONDLST(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
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#define SLE_REFLIST(base, variable, type) SLE_CONDREFLIST(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
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/**
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* Empty space in every savegame version.
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@@ -709,7 +709,7 @@ using SaveLoadTable = span<const SaveLoad>;
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#define SLEG_CONDREF(variable, type, from, to) SLEG_GENERAL(SL_REF, variable, type, 0, from, to, 0)
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/**
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* Storage of a global array in some savegame versions.
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* Storage of a global fixed-size array of #SL_VAR elements in some savegame versions.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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* @param length Number of elements in the array.
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@@ -738,13 +738,13 @@ using SaveLoadTable = span<const SaveLoad>;
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#define SLEG_CONDSSTR(variable, type, from, to) SLEG_GENERAL(SL_STDSTR, variable, type, 0, from, to, 0)
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/**
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* Storage of a global list in some savegame versions.
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* Storage of a global reference list in some savegame versions.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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* @param from First savegame version that has the list.
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* @param to Last savegame version that has the list.
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*/
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#define SLEG_CONDLST(variable, type, from, to) SLEG_GENERAL(SL_LST, variable, type, 0, from, to, 0)
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#define SLEG_CONDREFLIST(variable, type, from, to) SLEG_GENERAL(SL_REFLIST, variable, type, 0, from, to, 0)
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/**
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* Storage of a global variable in every savegame version.
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@@ -761,7 +761,7 @@ using SaveLoadTable = span<const SaveLoad>;
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#define SLEG_REF(variable, type) SLEG_CONDREF(variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
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/**
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* Storage of a global array in every savegame version.
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* Storage of a global fixed-size array of #SL_VAR elements in every savegame version.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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*/
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@@ -782,11 +782,11 @@ using SaveLoadTable = span<const SaveLoad>;
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#define SLEG_SSTR(variable, type) SLEG_CONDSSTR(variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
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/**
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* Storage of a global list in every savegame version.
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* Storage of a global reference list in every savegame version.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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*/
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#define SLEG_LST(variable, type) SLEG_CONDLST(variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
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#define SLEG_REFLIST(variable, type) SLEG_CONDREFLIST(variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
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/**
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* Empty global space in some savegame versions.
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