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Correctly close dialogs on end of turn
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parent
54adeef29f
commit
49c148502b
@ -183,7 +183,32 @@ void CPlayerInterface::playerEndsTurn(PlayerColor player)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (player == playerID)
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{
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makingTurn = false;
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// remove all active dialogs that do not expect query answer
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for (;;)
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{
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auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
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auto infoWindow = GH.windows().topWindow<CInfoWindow>();
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if(adventureWindow != nullptr)
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break;
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if(infoWindow && infoWindow->ID != QueryID::NONE)
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break;
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if (infoWindow)
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infoWindow->close();
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else
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GH.windows().popWindows(1);
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}
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// remove all pending dialogs that do not expect query answer
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vstd::erase_if(dialogs, [](const std::shared_ptr<CInfoWindow> & window){
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return window->ID == QueryID::NONE;
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});
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}
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}
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void CPlayerInterface::playerStartsTurn(PlayerColor player)
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@ -250,21 +275,6 @@ void CPlayerInterface::yourTurn(QueryID queryID)
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LOCPLINT = this;
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GH.curInt = this;
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// close window from another player
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if(auto w = GH.windows().topWindow<CInfoWindow>())
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{
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assert(0);// what is this?
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if(w->ID == QueryID::NONE)
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w->close();
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}
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// remove all dialogs that do not expect query answer
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while (!GH.windows().topWindow<AdventureMapInterface>() && !GH.windows().topWindow<CInfoWindow>())
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{
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assert(0);// what is this?
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GH.windows().popWindows(1);
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}
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NotificationHandler::notify("Your turn");
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if(settings["general"]["startTurnAutosave"].Bool())
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{
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