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Made sortMaps clearer.

This commit is contained in:
Frank Zago
2009-05-29 01:54:45 +00:00
parent e863269893
commit 53129ec1a7

View File

@@ -2373,16 +2373,21 @@ void CPreGame::quitAskBox()
{
showAskBox("\"{} Are you sure you want to quit?\"",NULL,NULL);
}
// Sort the maps on the new key (map size, map name, ...)
void CPreGame::sortMaps()
{
std::sort(ourScenSel->mapsel.selMaps.begin(),ourScenSel->mapsel.selMaps.end(),mapSorter(_name));
std::vector<CMapInfo*> &sm = ourScenSel->mapsel.selMaps;
std::sort(sm.begin(), sm.end(), mapSorter(_name));
if (ourScenSel->mapsel.sortBy != _name)
std::stable_sort(ourScenSel->mapsel.selMaps.begin(),ourScenSel->mapsel.selMaps.end(),mapSorter(ourScenSel->mapsel.sortBy));
std::stable_sort(sm.begin(), sm.end(),mapSorter(ourScenSel->mapsel.sortBy));
ourScenSel->mapsel.select(0,false,true);
ourScenSel->mapsel.slid->whereAreWe=0;
ourScenSel->mapsel.slid->updateSlid();
printMapsFrom(0);
}
void CPreGame::setTurnLength(int on)
{
int min;