Codechange: do not use all upper case enumerators in a scoped enum

This commit is contained in:
Rubidium 2021-12-05 16:15:27 +01:00 committed by Michael Lutz
parent ea4f6bb8b2
commit ad89601c49
3 changed files with 28 additions and 28 deletions

View File

@ -1324,10 +1324,10 @@ protected:
static CargoID produced_cargo_filter;
enum class SorterType : uint8 {
IDW_SORT_BY_NAME, ///< Sorter type to sort by name
IDW_SORT_BY_TYPE, ///< Sorter type to sort by type
IDW_SORT_BY_PRODUCTION, ///< Sorter type to sort by production amount
IDW_SORT_BY_TRANSPORTED, ///< Sorter type to sort by transported percentage
ByName, ///< Sorter type to sort by name
ByType, ///< Sorter type to sort by type
ByProduction, ///< Sorter type to sort by production amount
ByTransported, ///< Sorter type to sort by transported percentage
};
/**
@ -1552,9 +1552,9 @@ protected:
}
switch (static_cast<IndustryDirectoryWindow::SorterType>(this->industries.SortType())) {
case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_NAME:
case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_TYPE:
case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_PRODUCTION:
case IndustryDirectoryWindow::SorterType::ByName:
case IndustryDirectoryWindow::SorterType::ByType:
case IndustryDirectoryWindow::SorterType::ByProduction:
/* Sort by descending production, then descending transported */
std::sort(cargos.begin(), cargos.end(), [](const CargoInfo &a, const CargoInfo &b) {
if (a.production != b.production) return a.production > b.production;
@ -1562,7 +1562,7 @@ protected:
});
break;
case IndustryDirectoryWindow::SorterType::IDW_SORT_BY_TRANSPORTED:
case IndustryDirectoryWindow::SorterType::ByTransported:
/* Sort by descending transported, then descending production */
std::sort(cargos.begin(), cargos.end(), [](const CargoInfo &a, const CargoInfo &b) {
if (a.transported != b.transported) return a.transported > b.transported;

View File

@ -78,15 +78,15 @@ private:
* lock on the game-state.
*/
enum class Status {
INIT, ///< TCPConnecter is created but resolving hasn't started.
RESOLVING, ///< The hostname is being resolved (threaded).
FAILURE, ///< Resolving failed.
CONNECTING, ///< We are currently connecting.
CONNECTED, ///< The connection is established.
Init, ///< TCPConnecter is created but resolving hasn't started.
Resolving, ///< The hostname is being resolved (threaded).
Failure, ///< Resolving failed.
Connecting, ///< We are currently connecting.
Connected, ///< The connection is established.
};
std::thread resolve_thread; ///< Thread used during resolving.
std::atomic<Status> status = Status::INIT; ///< The current status of the connecter.
std::atomic<Status> status = Status::Init; ///< The current status of the connecter.
std::atomic<bool> killed = false; ///< Whether this connecter is marked as killed.
addrinfo *ai = nullptr; ///< getaddrinfo() allocated linked-list of resolved addresses.

View File

@ -52,7 +52,7 @@ TCPServerConnecter::TCPServerConnecter(const std::string &connection_string, uin
break;
case SERVER_ADDRESS_INVITE_CODE:
this->status = Status::CONNECTING;
this->status = Status::Connecting;
_network_coordinator_client.ConnectToServer(this->server_address.connection_string, this);
break;
@ -254,14 +254,14 @@ void TCPConnecter::Resolve()
if (error != 0) {
Debug(net, 0, "Failed to resolve DNS for {}", this->connection_string);
this->status = Status::FAILURE;
this->status = Status::Failure;
return;
}
this->ai = ai;
this->OnResolved(ai);
this->status = Status::CONNECTING;
this->status = Status::Connecting;
}
/**
@ -281,11 +281,11 @@ bool TCPConnecter::CheckActivity()
if (this->killed) return true;
switch (this->status) {
case Status::INIT:
case Status::Init:
/* Start the thread delayed, so the vtable is loaded. This allows classes
* to overload functions used by Resolve() (in case threading is disabled). */
if (StartNewThread(&this->resolve_thread, "ottd:resolve", &TCPConnecter::ResolveThunk, this)) {
this->status = Status::RESOLVING;
this->status = Status::Resolving;
return false;
}
@ -296,18 +296,18 @@ bool TCPConnecter::CheckActivity()
* connection. The rest of this function handles exactly that. */
break;
case Status::RESOLVING:
case Status::Resolving:
/* Wait till Resolve() comes back with an answer (in case it runs threaded). */
return false;
case Status::FAILURE:
case Status::Failure:
/* Ensure the OnFailure() is called from the game-thread instead of the
* resolve-thread, as otherwise we can get into some threading issues. */
this->OnFailure();
return true;
case Status::CONNECTING:
case Status::CONNECTED:
case Status::Connecting:
case Status::Connected:
break;
}
@ -403,7 +403,7 @@ bool TCPConnecter::CheckActivity()
}
this->OnConnect(connected_socket);
this->status = Status::CONNECTED;
this->status = Status::Connected;
return true;
}
@ -422,11 +422,11 @@ bool TCPServerConnecter::CheckActivity()
case SERVER_ADDRESS_INVITE_CODE:
/* Check if a result has come in. */
switch (this->status) {
case Status::FAILURE:
case Status::Failure:
this->OnFailure();
return true;
case Status::CONNECTED:
case Status::Connected:
this->OnConnect(this->socket);
return true;
@ -451,7 +451,7 @@ void TCPServerConnecter::SetConnected(SOCKET sock)
assert(sock != INVALID_SOCKET);
this->socket = sock;
this->status = Status::CONNECTED;
this->status = Status::Connected;
}
/**
@ -459,7 +459,7 @@ void TCPServerConnecter::SetConnected(SOCKET sock)
*/
void TCPServerConnecter::SetFailure()
{
this->status = Status::FAILURE;
this->status = Status::Failure;
}
/**