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hide screen also for second custom campaign scen.
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parent
7dba34c16e
commit
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@ -78,7 +78,8 @@ void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientCon
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GH.windows().popWindows(1);
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}
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GH.windows().createAndPushWindow<CLobbyScreen>(handler.screenType, handler.campaignStateToSend && !handler.campaignStateToSend->campaignSet.empty());
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bool hideScreen = handler.campaignStateToSend && (!handler.campaignStateToSend->campaignSet.empty() || handler.campaignStateToSend->lastScenario());
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GH.windows().createAndPushWindow<CLobbyScreen>(handler.screenType, hideScreen);
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}
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handler.setState(EClientState::LOBBY);
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}
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@ -36,7 +36,7 @@
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#include "../../lib/rmg/CMapGenOptions.h"
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#include "../CGameInfo.h"
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CLobbyScreen::CLobbyScreen(ESelectionScreen screenType, bool fromCampaignSet)
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CLobbyScreen::CLobbyScreen(ESelectionScreen screenType, bool hideScreen)
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: CSelectionBase(screenType), bonusSel(nullptr)
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{
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OBJECT_CONSTRUCTION;
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@ -116,7 +116,7 @@ CLobbyScreen::CLobbyScreen(ESelectionScreen screenType, bool fromCampaignSet)
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CSH->getGlobalLobby().activateInterface();
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}, EShortcut::GLOBAL_CANCEL);
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if(fromCampaignSet) // workaround to avoid confusing players by custom campaign list displaying for a few ms -> instead of this draw a black screen while "loading"
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if(hideScreen) // workaround to avoid confusing players by custom campaign list displaying for a few ms -> instead of this draw a black screen while "loading"
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{
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blackScreen = std::make_shared<GraphicalPrimitiveCanvas>(Rect(Point(0, 0), pos.dimensions()));
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blackScreen->addBox(Point(0, 0), pos.dimensions(), Colors::BLACK);
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@ -20,7 +20,7 @@ public:
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std::shared_ptr<CButton> buttonChat;
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std::shared_ptr<GraphicalPrimitiveCanvas> blackScreen;
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CLobbyScreen(ESelectionScreen type, bool fromCampaignSet = false);
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CLobbyScreen(ESelectionScreen type, bool hideScreen = false);
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~CLobbyScreen();
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void toggleTab(std::shared_ptr<CIntObject> tab) final;
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void startCampaign();
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