Codechange: Pass WindowDesc by reference instead of pointer. (#12771)

WindowDesc as passed to Windows is not optional so don't allow to it to be nullptr.
This commit is contained in:
Peter Nelson
2024-06-11 08:58:03 +01:00
committed by GitHub
parent 18bce69623
commit 4cf6d1dd79
68 changed files with 293 additions and 301 deletions

View File

@@ -157,7 +157,7 @@ void PlaceProc_DemolishArea(TileIndex tile)
struct TerraformToolbarWindow : Window {
int last_user_action; ///< Last started user action.
TerraformToolbarWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc)
TerraformToolbarWindow(WindowDesc &desc, WindowNumber window_number) : Window(desc)
{
/* This is needed as we like to have the tree available on OnInit. */
this->CreateNestedTree();
@@ -371,13 +371,13 @@ Window *ShowTerraformToolbar(Window *link)
Window *w;
if (link == nullptr) {
w = AllocateWindowDescFront<TerraformToolbarWindow>(&_terraform_desc, 0);
w = AllocateWindowDescFront<TerraformToolbarWindow>(_terraform_desc, 0);
return w;
}
/* Delete the terraform toolbar to place it again. */
CloseWindowById(WC_SCEN_LAND_GEN, 0, true);
w = AllocateWindowDescFront<TerraformToolbarWindow>(&_terraform_desc, 0);
w = AllocateWindowDescFront<TerraformToolbarWindow>(_terraform_desc, 0);
/* Align the terraform toolbar under the main toolbar. */
w->top -= w->height;
w->SetDirty();
@@ -536,7 +536,7 @@ static void ResetLandscapeConfirmationCallback(Window *, bool confirmed)
struct ScenarioEditorLandscapeGenerationWindow : Window {
int last_user_action; ///< Last started user action.
ScenarioEditorLandscapeGenerationWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc)
ScenarioEditorLandscapeGenerationWindow(WindowDesc &desc, WindowNumber window_number) : Window(desc)
{
this->CreateNestedTree();
NWidgetStacked *show_desert = this->GetWidget<NWidgetStacked>(WID_ETT_SHOW_PLACE_DESERT);
@@ -750,5 +750,5 @@ static WindowDesc _scen_edit_land_gen_desc(
*/
Window *ShowEditorTerraformToolbar()
{
return AllocateWindowDescFront<ScenarioEditorLandscapeGenerationWindow>(&_scen_edit_land_gen_desc, 0);
return AllocateWindowDescFront<ScenarioEditorLandscapeGenerationWindow>(_scen_edit_land_gen_desc, 0);
}