mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-17 01:32:21 +02:00
Replace SDL_Point and SDL_Rect with Gfx::Point and Gfx::Rect,
synchronization with trunk.
This commit is contained in:
@ -88,7 +88,7 @@ int CPlayerInterface::howManyPeople = 0;
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struct OCM_HLP_CGIN
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{
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bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
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bool inline operator ()(const std::pair<const CGObjectInstance*,Rect> & a, const std::pair<const CGObjectInstance*,Rect> & b) const
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{
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return (*a.first)<(*b.first);
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}
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@ -202,10 +202,10 @@ void CPlayerInterface::yourTurn()
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acceptTurn();
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}
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STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
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STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const Rect & r, const ObjectInstanceID & hid)
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{
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TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
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for(int h=0; h<hlp.objects.size(); ++h)
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for(size_t h=0; h<hlp.objects.size(); ++h)
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if(hlp.objects[h].first->id == hid)
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{
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hlp.objects[h].second = r;
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@ -239,7 +239,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
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//TODO very evil workaround -> retreive pointer to hero so we could animate it
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// TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
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const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
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for(int i = 0; i < tile.objects.size(); i++)
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for(size_t i = 0; i < tile.objects.size(); ++i)
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if(tile.objects[i].first->id == details.id)
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ho = dynamic_cast<const CGHeroInstance *>(tile.objects[i].first);
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@ -617,7 +617,7 @@ void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, u
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return;
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}
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for(int b=0; b<healedStacks.size(); ++b)
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for(size_t b=0; b<healedStacks.size(); ++b)
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{
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const CStack * healed = cb->battleGetStackByID(healedStacks[b].first);
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if(battleInt->creAnims[healed->ID]->getType() == CCreatureAnim::DEATH)
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