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Large refactoring of button classes:
- renamed CAdventureMapButton to more expectable CButton - merged CButtonBase into CButton - created more generic class for clickable elements - created more generic class for selectable elements - renamed CHighlightableButton to CToggleButton - renamed CHighlightableButtonsGrous to CToggleGroup - minimized differences between API of all these classes - removed all but one contructors in buttons, with same parameters across all classes
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@ -1292,8 +1292,8 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
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if (adventureInt && adventureInt->isHeroSleeping(h))
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{
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adventureInt->sleepWake.clickLeft(true, false);
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adventureInt->sleepWake.clickLeft(false, true);
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adventureInt->sleepWake->clickLeft(true, false);
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adventureInt->sleepWake->clickLeft(false, true);
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//could've just called
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//adventureInt->fsleepWake();
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//but no authentic button click/sound ;-)
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@ -1328,7 +1328,7 @@ void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHer
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waitForAllDialogs();
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auto cgw = new CGarrisonWindow(up,down,removableUnits);
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cgw->quit->callback += onEnd;
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cgw->quit->addCallback(onEnd);
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GH.pushInt(cgw);
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}
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@ -2246,7 +2246,7 @@ void CPlayerInterface::acceptTurn()
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if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
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iw->close();
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adventureInt->endTurn.callback();
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adventureInt->fendTurn();
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}
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// warn player if he has no town
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