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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Refactoring of main menu related code
We need to make sure it's not stay active during gameplay. Proper fix would require actually removing menu interface from GH, but then GH needs refactoring too.
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5c09f751b3
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@ -1225,7 +1225,6 @@ static void handleEvent(SDL_Event & ev)
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case EUserEvent::RETURN_TO_MAIN_MENU:
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{
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CSH->endGameplay();
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GH.curInt = CMainMenu::create();
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GH.defActionsDef = 63;
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}
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break;
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@ -1237,7 +1236,6 @@ static void handleEvent(SDL_Event & ev)
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case EUserEvent::CAMPAIGN_START_SCENARIO:
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{
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CSH->endGameplay();
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GH.curInt = CMainMenu::create();
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auto ourCampaign = std::shared_ptr<CCampaignState>(reinterpret_cast<CCampaignState *>(ev.user.data1));
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auto & epilogue = ourCampaign->camp->scenarios[ourCampaign->mapsConquered.back()].epilog;
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auto finisher = [=]()
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@ -1259,11 +1257,8 @@ static void handleEvent(SDL_Event & ev)
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break;
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case EUserEvent::RETURN_TO_MENU_LOAD:
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CSH->endGameplay();
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CMainMenu::create();
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GH.defActionsDef = 63;
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CMM->update();
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CMM->menu->switchToTab(vstd::find_pos(CMM->menu->menuNameToEntry, "load"));
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GH.curInt = CMM;
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CMM->menu->switchToTab("load");
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break;
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case EUserEvent::FULLSCREEN_TOGGLED:
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fullScreenChanged();
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@ -447,6 +447,8 @@ void CServerHandler::sendStartGame(bool allowOnlyAI) const
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void CServerHandler::startGameplay()
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{
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if(CMM)
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CMM->disable();
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client = new CClient();
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switch(si->mode)
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@ -477,6 +479,16 @@ void CServerHandler::endGameplay(bool closeConnection)
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// Tell the network thread to reach a stable state
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CSH->sendClientDisconnecting();
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logNetwork->info("Closed connection.");
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if(CMM)
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{
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GH.curInt = CMM;
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CMM->enable();
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}
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else
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{
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GH.curInt = CMainMenu::create();
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}
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}
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void CServerHandler::startCampaignScenario(std::shared_ptr<CCampaignState> cs)
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@ -114,7 +114,7 @@ bool LobbyStartGame::applyOnLobbyHandler(CServerHandler * handler)
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void LobbyStartGame::applyOnLobbyScreen(CLobbyScreen * lobby, CServerHandler * handler)
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{
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CMM->showLoadingScreen(std::bind(&CServerHandler::startGameplay, handler));
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GH.pushInt(new CLoadingScreen(std::bind(&CServerHandler::startGameplay, handler)));
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}
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bool LobbyUpdateState::applyOnLobbyHandler(CServerHandler * handler)
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@ -433,7 +433,6 @@ void CBonusSelection::startMap()
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GH.popInt(this);
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[67], [=]()
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{
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GH.curInt = CMainMenu::create();
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showPrologVideo();
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}, 0);
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}
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@ -71,8 +71,6 @@ PlayerInfo ISelectionScreenInfo::getPlayerInfo(int color)
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CSelectionBase::CSelectionBase(ESelectionScreen type)
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: CWindowObject(BORDERED | SHADOW_DISABLED), ISelectionScreenInfo(type)
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{
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CMainMenu::create(); //we depend on its graphics
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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IShowActivatable::type = BLOCK_ADV_HOTKEYS;
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pos.w = 762;
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@ -101,7 +101,7 @@ CMenuScreen::CMenuScreen(const JsonNode & configNode)
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std::shared_ptr<CIntObject> CMenuScreen::createTab(size_t index)
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{
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if(config["items"].Vector().size() == index)
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return std::make_shared<CreditsScreen>();
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return std::make_shared<CreditsScreen>(this->pos);
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else
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return std::make_shared<CMenuEntry>(this, config["items"].Vector()[index]);
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}
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@ -134,6 +134,11 @@ void CMenuScreen::switchToTab(size_t index)
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tabs->setActive(index);
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}
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void CMenuScreen::switchToTab(std::string name)
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{
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switchToTab(vstd::find_pos(menuNameToEntry, name));
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}
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//funciton for std::string -> std::function conversion for main menu
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static std::function<void()> genCommand(CMenuScreen * menu, std::vector<std::string> menuType, const std::string & string)
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{
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@ -156,7 +161,7 @@ static std::function<void()> genCommand(CMenuScreen * menu, std::vector<std::str
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{
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size_t index2 = std::find(menuType.begin(), menuType.end(), commands.front()) - menuType.begin();
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if(index2 != menuType.size())
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return std::bind(&CMenuScreen::switchToTab, menu, index2);
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return std::bind((void(CMenuScreen::*)(size_t))&CMenuScreen::switchToTab, menu, index2);
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break;
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}
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case 1: //open campaign selection window
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@ -354,21 +359,6 @@ CMainMenu * CMainMenu::create()
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return CMM;
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}
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void CMainMenu::removeFromGui()
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{
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//remove everything but main menu and background
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GH.popInts(GH.listInt.size() - 2);
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GH.popInt(GH.topInt()); //remove main menu
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GH.popInt(GH.topInt()); //remove background
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}
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void CMainMenu::showLoadingScreen(std::function<void()> loader)
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{
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if(GH.listInt.size() && GH.listInt.front() == CMM)
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CMM->removeFromGui();
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GH.pushInt(new CLoadingScreen(loader));
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}
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std::shared_ptr<CPicture> CMainMenu::createPicture(const JsonNode & config)
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{
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return std::make_shared<CPicture>(config["name"].String(), config["x"].Float(), config["y"].Float());
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@ -54,6 +54,7 @@ public:
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void deactivate() override;
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void switchToTab(size_t index);
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void switchToTab(std::string name);
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};
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class CMenuEntry : public CIntObject
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@ -140,8 +141,6 @@ public:
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void openCampaignScreen(std::string name);
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static CMainMenu * create();
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void removeFromGui();
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static void showLoadingScreen(std::function<void()> loader);
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static std::shared_ptr<CPicture> createPicture(const JsonNode & config);
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@ -18,14 +18,13 @@
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#include "../../lib/filesystem/Filesystem.h"
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CreditsScreen::CreditsScreen()
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: positionCounter(0)
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CreditsScreen::CreditsScreen(Rect rect)
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: CIntObject(LCLICK | RCLICK), positionCounter(0)
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{
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addUsedEvents(LCLICK | RCLICK);
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pos.w = rect.w;
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pos.h = rect.h;
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type |= REDRAW_PARENT;
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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pos.w = CMM->menu->pos.w;
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pos.h = CMM->menu->pos.h;
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auto textFile = CResourceHandler::get()->load(ResourceID("DATA/CREDITS.TXT"))->readAll();
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std::string text((char *)textFile.first.get(), textFile.second);
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size_t firstQuote = text.find('\"') + 1;
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@ -20,7 +20,7 @@ class CreditsScreen : public CIntObject
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std::shared_ptr<CMultiLineLabel> credits;
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public:
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CreditsScreen();
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CreditsScreen(Rect rect);
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void show(SDL_Surface * to) override;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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