Make more use of single pattern

This commit is contained in:
Rasmus Karlsson
2017-12-17 02:18:13 +01:00
parent d5f1c6acec
commit 70cbb9df7f
35 changed files with 146 additions and 249 deletions
+13 -16
View File
@@ -10,30 +10,26 @@ void CompletionModel::addString(const std::string &str)
this->emotes.push_back(qS(str) + " ");
}
CompletionManager::CompletionManager(EmoteManager &_emoteManager)
: emoteManager(_emoteManager)
{
}
CompletionModel *CompletionManager::createModel(const std::string &channelName)
{
CompletionModel *ret = new CompletionModel();
auto &emoteManager = EmoteManager::getInstance();
this->updateModel(ret, channelName);
this->emoteManager.bttvGlobalEmoteCodes.updated.connect([=]() {
emoteManager.bttvGlobalEmoteCodes.updated.connect([=]() {
this->updateModel(ret, channelName); //
});
this->emoteManager.ffzGlobalEmoteCodes.updated.connect([=]() {
emoteManager.ffzGlobalEmoteCodes.updated.connect([=]() {
this->updateModel(ret, channelName); //
});
this->emoteManager.bttvChannelEmoteCodes[channelName].updated.connect([=]() {
emoteManager.bttvChannelEmoteCodes[channelName].updated.connect([=]() {
this->updateModel(ret, channelName); //
});
this->emoteManager.ffzChannelEmoteCodes[channelName].updated.connect([=]() {
emoteManager.ffzChannelEmoteCodes[channelName].updated.connect([=]() {
this->updateModel(ret, channelName); //
});
@@ -42,37 +38,38 @@ CompletionModel *CompletionManager::createModel(const std::string &channelName)
void CompletionManager::updateModel(CompletionModel *model, const std::string &channelName)
{
auto &emoteManager = EmoteManager::getInstance();
model->emotes.clear();
for (const auto &m : this->emoteManager.twitchAccountEmotes) {
for (const auto &m : emoteManager.twitchAccountEmotes) {
for (const auto &emoteName : m.second.emoteCodes) {
model->addString(emoteName);
}
}
std::vector<std::string> &bttvGlobalEmoteCodes = this->emoteManager.bttvGlobalEmoteCodes;
std::vector<std::string> &bttvGlobalEmoteCodes = emoteManager.bttvGlobalEmoteCodes;
for (const auto &m : bttvGlobalEmoteCodes) {
model->addString(m);
}
std::vector<std::string> &ffzGlobalEmoteCodes = this->emoteManager.ffzGlobalEmoteCodes;
std::vector<std::string> &ffzGlobalEmoteCodes = emoteManager.ffzGlobalEmoteCodes;
for (const auto &m : ffzGlobalEmoteCodes) {
model->addString(m);
}
std::vector<std::string> &bttvChannelEmoteCodes =
this->emoteManager.bttvChannelEmoteCodes[channelName];
emoteManager.bttvChannelEmoteCodes[channelName];
for (const auto &m : bttvChannelEmoteCodes) {
model->addString(m);
}
std::vector<std::string> &ffzChannelEmoteCodes =
this->emoteManager.ffzChannelEmoteCodes[channelName];
std::vector<std::string> &ffzChannelEmoteCodes = emoteManager.ffzChannelEmoteCodes[channelName];
for (const auto &m : ffzChannelEmoteCodes) {
model->addString(m);
}
const auto &emojiShortCodes = this->emoteManager.emojiShortCodes;
const auto &emojiShortCodes = emoteManager.emojiShortCodes;
for (const auto &m : emojiShortCodes) {
model->addString(":" + m + ":");
}