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Typo.
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@ -1787,7 +1787,7 @@ void CBattleInterface::battleFinished(const BattleResult& br)
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SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
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CGI->musich->stopMusic();
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resWindow = new CBattleReslutWindow(br, temp_rect, this);
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resWindow = new CBattleResultWindow(br, temp_rect, this);
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LOCPLINT->pushInt(resWindow);
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}
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@ -2688,7 +2688,7 @@ void CBattleConsole::scrollDown(unsigned int by)
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lastShown += by;
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}
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CBattleReslutWindow::CBattleReslutWindow(const BattleResult &br, const SDL_Rect & pos, const CBattleInterface * owner)
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CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect & pos, const CBattleInterface * owner)
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{
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this->pos = pos;
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background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);
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@ -2696,7 +2696,7 @@ CBattleReslutWindow::CBattleReslutWindow(const BattleResult &br, const SDL_Rect
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SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags);
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SDL_FreeSurface(background);
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background = pom;
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exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleReslutWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);
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exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleResultWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);
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if(br.winner==0) //attacker won
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{
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@ -2828,23 +2828,23 @@ CBattleReslutWindow::CBattleReslutWindow(const BattleResult &br, const SDL_Rect
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}
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}
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CBattleReslutWindow::~CBattleReslutWindow()
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CBattleResultWindow::~CBattleResultWindow()
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{
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SDL_FreeSurface(background);
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}
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void CBattleReslutWindow::activate()
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void CBattleResultWindow::activate()
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{
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LOCPLINT->showingDialog->set(true);
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exit->activate();
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}
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void CBattleReslutWindow::deactivate()
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void CBattleResultWindow::deactivate()
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{
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exit->deactivate();
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}
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void CBattleReslutWindow::show(SDL_Surface *to)
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void CBattleResultWindow::show(SDL_Surface *to)
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{
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//evaluating to
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if(!to)
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@ -2854,7 +2854,7 @@ void CBattleReslutWindow::show(SDL_Surface *to)
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exit->show(to);
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}
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void CBattleReslutWindow::bExitf()
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void CBattleResultWindow::bExitf()
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{
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LOCPLINT->popInts(2); //first - we; second - battle interface
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LOCPLINT->showingDialog->setn(false);
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@ -96,14 +96,14 @@ public:
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void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
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};
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class CBattleReslutWindow : public IShowActivable, public CIntObject
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class CBattleResultWindow : public IShowActivable, public CIntObject
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{
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private:
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SDL_Surface * background;
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AdventureMapButton * exit;
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public:
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CBattleReslutWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
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~CBattleReslutWindow(); //d-tor
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CBattleResultWindow(const BattleResult & br, const SDL_Rect & pos, const CBattleInterface * owner); //c-tor
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~CBattleResultWindow(); //d-tor
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void bExitf(); //exit button callback
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@ -239,7 +239,7 @@ public:
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SDL_Surface * cellBorder, * cellShade;
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CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
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bool myTurn; //if true, interface is active (commands can be ordered
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CBattleReslutWindow * resWindow; //window of end of battle
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CBattleResultWindow * resWindow; //window of end of battle
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bool showStackQueue; //if true, queue of stacks will be shown
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bool moveStarted; //if true, the creature that is already moving is going to make its first step
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@ -296,7 +296,7 @@ public:
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void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
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friend class CBattleHex;
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friend class CBattleReslutWindow;
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friend class CBattleResultWindow;
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friend class CPlayerInterface;
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friend class AdventureMapButton;
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friend class CInGameConsole;
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