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AK: Make "foo"_string infallible

Stop worrying about tiny OOMs.

Work towards #20405.
This commit is contained in:
Andreas Kling 2023-08-07 11:12:38 +02:00
parent db2a8725c6
commit 34344120f2
181 changed files with 626 additions and 630 deletions

View file

@ -78,7 +78,7 @@ Game::Game()
m_players[3].name = "Lisa";
m_players[3].taken_cards_target = { width, height / 2 - Card::height / 2 };
m_passing_button = add<GUI::Button>("Pass Left"_string.release_value_but_fixme_should_propagate_errors());
m_passing_button = add<GUI::Button>("Pass Left"_string);
constexpr int button_width = 120;
constexpr int button_height = 30;
m_passing_button->set_relative_rect(width / 2 - button_width / 2, height - 3 * outer_border_size - Card::height - button_height, button_width, button_height);
@ -178,13 +178,13 @@ void Game::setup(DeprecatedString player_name, int hand_number)
m_human_can_play = true;
switch (passing_direction()) {
case PassingDirection::Left:
m_passing_button->set_text("Pass Left"_string.release_value_but_fixme_should_propagate_errors());
m_passing_button->set_text("Pass Left"_string);
break;
case PassingDirection::Across:
m_passing_button->set_text("Pass Across"_string.release_value_but_fixme_should_propagate_errors());
m_passing_button->set_text("Pass Across"_string);
break;
case PassingDirection::Right:
m_passing_button->set_text("Pass Right"_string.release_value_but_fixme_should_propagate_errors());
m_passing_button->set_text("Pass Right"_string);
break;
default:
VERIFY_NOT_REACHED();
@ -405,7 +405,7 @@ void Game::let_player_play_card()
auto& player = current_player();
if (&player == &m_players[0])
on_status_change("Select a card to play."_string.release_value_but_fixme_should_propagate_errors());
on_status_change("Select a card to play."_string);
else
on_status_change(String::formatted("Waiting for {} to play a card...", player).release_value_but_fixme_should_propagate_errors());
@ -455,7 +455,7 @@ void Game::advance_game()
if (m_state == State::Play && game_ended()) {
m_state = State::GameEnded;
on_status_change("Game ended."_string.release_value_but_fixme_should_propagate_errors());
on_status_change("Game ended."_string);
advance_game();
return;
}