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	Remove unused code
This commit is contained in:
		| @@ -136,7 +136,6 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player): | ||||
| 	makingTurn = false; | ||||
| 	showingDialog = new CondSh<bool>(false); | ||||
| 	cingconsole = new CInGameConsole(); | ||||
| 	GH.terminate_cond->set(false); | ||||
| 	firstCall = 1; //if loading will be overwritten in serialize | ||||
| 	autosaveCount = 0; | ||||
| 	isAutoFightOn = false; | ||||
| @@ -1592,7 +1591,6 @@ void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResul | ||||
| 		{ | ||||
| 			if(adventureInt) | ||||
| 			{ | ||||
| 				GH.terminate_cond->setn(true); | ||||
| 				GH.windows().popWindows(GH.windows().count()); | ||||
| 				adventureInt.reset(); | ||||
| 			} | ||||
|   | ||||
| @@ -630,7 +630,6 @@ void CServerHandler::endGameplay(bool closeConnection, bool restart) | ||||
| 	{ | ||||
| 		if(CMM) | ||||
| 		{ | ||||
| 			GH.terminate_cond->setn(false); | ||||
| 			GH.curInt = CMM.get(); | ||||
| 			CMM->enable(); | ||||
| 		} | ||||
|   | ||||
| @@ -59,14 +59,6 @@ void InputSourceKeyboard::handleEventKeyDown(const SDL_KeyboardEvent & key) | ||||
| 		Settings s = settings.write["session"]; | ||||
| 		switch(key.keysym.sym) | ||||
| 		{ | ||||
| 			case SDLK_F5: | ||||
| 				if(settings["session"]["spectate-locked-pim"].Bool()) | ||||
| 					CPlayerInterface::pim->unlock(); | ||||
| 				else | ||||
| 					CPlayerInterface::pim->lock(); | ||||
| 				s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool(); | ||||
| 				break; | ||||
|  | ||||
| 			case SDLK_F6: | ||||
| 				s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool(); | ||||
| 				break; | ||||
|   | ||||
| @@ -111,20 +111,8 @@ void CGuiHandler::stopTextInput() | ||||
|  | ||||
| void CGuiHandler::renderFrame() | ||||
| { | ||||
| 	// Updating GUI requires locking pim mutex (that protects screen and GUI state). | ||||
| 	// During game: | ||||
| 	// When ending the game, the pim mutex might be hold by other thread, | ||||
| 	// that will notify us about the ending game by setting terminate_cond flag. | ||||
| 	//in PreGame terminate_cond stay false | ||||
|  | ||||
| 	bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded | ||||
| 	while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate | ||||
| 		boost::this_thread::sleep_for(boost::chrono::milliseconds(1)); | ||||
|  | ||||
| 	if(acquiredTheLockOnPim) | ||||
| 	{ | ||||
| 		// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock. | ||||
| 		boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock); | ||||
| 		boost::recursive_mutex::scoped_lock un(*CPlayerInterface::pim); | ||||
|  | ||||
| 		if(nullptr != curInt) | ||||
| 			curInt->update(); | ||||
| @@ -152,14 +140,10 @@ CGuiHandler::CGuiHandler() | ||||
| 	, captureChildren(false) | ||||
| 	, curInt(nullptr) | ||||
| 	, fakeStatusBar(std::make_shared<EmptyStatusBar>()) | ||||
| 	, terminate_cond (new CondSh<bool>(false)) | ||||
| { | ||||
| } | ||||
|  | ||||
| CGuiHandler::~CGuiHandler() | ||||
| { | ||||
| 	delete terminate_cond; | ||||
| } | ||||
| CGuiHandler::~CGuiHandler() = default; | ||||
|  | ||||
| ShortcutHandler & CGuiHandler::shortcuts() | ||||
| { | ||||
|   | ||||
| @@ -99,8 +99,6 @@ public: | ||||
|  | ||||
| 	/// Calls provided functor in main thread on next execution frame | ||||
| 	void dispatchMainThread(const std::function<void()> & functor); | ||||
|  | ||||
| 	CondSh<bool> * terminate_cond; // confirm termination | ||||
| }; | ||||
|  | ||||
| extern CGuiHandler GH; //global gui handler | ||||
|   | ||||
| @@ -392,7 +392,6 @@ std::shared_ptr<CMainMenu> CMainMenu::create() | ||||
| 	if(!CMM) | ||||
| 		CMM = std::shared_ptr<CMainMenu>(new CMainMenu()); | ||||
|  | ||||
| 	GH.terminate_cond->setn(false); | ||||
| 	return CMM; | ||||
| } | ||||
|  | ||||
|   | ||||
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