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LibCards+Games: Make CardGame::add_stack()
fallible
And while we're at it, handle the CardStack allocation (and failure thereof) internally.
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4 changed files with 24 additions and 23 deletions
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@ -28,7 +28,13 @@ public:
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NonnullRefPtrVector<CardStack>& stacks() { return m_stacks; }
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NonnullRefPtrVector<CardStack> const& stacks() const { return m_stacks; }
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CardStack& stack_at_location(int location) { return m_stacks[location]; }
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void add_stack(NonnullRefPtr<CardStack>);
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template<class... Args>
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ErrorOr<void> add_stack(Args&&... args)
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{
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auto stack = TRY(try_make_ref_counted<CardStack>(forward<Args>(args)...));
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return m_stacks.try_append(move(stack));
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}
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void mark_intersecting_stacks_dirty(Card const& intersecting_card);
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bool is_moving_cards() const { return !m_moving_cards.is_empty(); }
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