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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
parent
8ffd482324
commit
17755caa10
@ -828,8 +828,7 @@ static void listenForEvents()
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// else
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{
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endGame();
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CGPreGame::create();
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GH.curInt = CGP;
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GH.curInt = CGPreGame::create();;
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GH.defActionsDef = 63;
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}
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}
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@ -74,6 +74,7 @@ void processCommand(const std::string &message, CClient *&client);
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extern std::queue<SDL_Event> events;
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extern boost::mutex eventsM;
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boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
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CondSh<bool> CPlayerInterface::terminate_cond;
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CPlayerInterface * LOCPLINT;
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@ -1539,10 +1540,10 @@ void CPlayerInterface::update()
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while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate
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boost::this_thread::sleep(boost::posix_time::milliseconds(15));
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boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock); //create lock from already owned mutex
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if(terminate_cond.get())
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return;
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boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock); //create lock from already owned mutex
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//make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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@ -245,7 +245,7 @@ public:
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CPlayerInterface(int Player);//c-tor
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~CPlayerInterface();//d-tor
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CondSh<bool> terminate_cond; // confirm termination
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static CondSh<bool> terminate_cond; // confirm termination
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//////////////////////////////////////////////////////////////////////////
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@ -472,6 +472,8 @@ CGPreGame::CGPreGame():
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CGPreGame::~CGPreGame()
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{
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disposeGraphics();
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if(CGP == this)
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CGP = nullptr;
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}
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void CGPreGame::openSel(CMenuScreen::EState screenType, CMenuScreen::EMultiMode multi /*= CMenuScreen::SINGLE_PLAYER*/)
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@ -406,11 +406,6 @@ CVideoPlayer::~CVideoPlayer()
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bool CVideoPlayer::open(std::string name)
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{
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if(boost::algorithm::ends_with(name, ".BIK"))
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current = &bikPlayer;
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else
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current = &smkPlayer;
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fname = name;
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first = true;
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@ -419,8 +414,15 @@ bool CVideoPlayer::open(std::string name)
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// Extract video from video.vid so we can play it.
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// We can handle only videos in form of single file, no archive support yet.
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{
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auto myVideo = CResourceHandler::get()->load(ResourceID("VIDEO/" + name, EResType::VIDEO));
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ResourceID videoID = ResourceID("VIDEO/" + name, EResType::VIDEO);
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std::string realVideoFilename = CResourceHandler::get()->getResourceName(videoID);
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if(boost::algorithm::iends_with(realVideoFilename, ".BIK"))
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current = &bikPlayer;
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else
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current = &smkPlayer;
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auto myVideo = CResourceHandler::get()->load(videoID);
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unique_ptr<char[]> data = unique_ptr<char[]>(new char[myVideo->getSize()]);
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myVideo->read((ui8*)data.get(), myVideo->getSize());
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@ -531,7 +531,7 @@ void CClient::proposeNextMission(shared_ptr<CCampaignState> camp)
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endGame(false);
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LOCPLINT = nullptr; //TODO free res
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GH.pushInt(new CBonusSelection(camp));
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GH.curInt = CGP;
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GH.curInt = CGPreGame::create();
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}
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void CClient::stopConnection()
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