mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Implemented "main menu" in-game option.
This commit is contained in:
parent
c78d48473b
commit
6b5feb63e6
@ -72,6 +72,7 @@ public:
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int playerID, serialID;
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std::string dllName;
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virtual ~CGameInterface() {};
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virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
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virtual void garrisonChanged(const CGObjectInstance * obj){};
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virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
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@ -1667,7 +1667,7 @@ void CAdvMapInt::deactivate()
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townList.deactivate();
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terrain.deactivate();
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if(std::find(GH.timeinterested.begin(),GH.timeinterested.end(),&infoBar)!=GH.timeinterested.end())
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GH.timeinterested.erase(std::find(GH.timeinterested.begin(),GH.timeinterested.end(),&infoBar));
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infoBar.deactivate();
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infoBar.mode=-1;
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LOCPLINT->cingconsole->deactivate();
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@ -61,7 +61,7 @@
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std::string NAME_AFFIX = "client";
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std::string NAME = NAME_VER + std::string(" (") + NAME_AFFIX + ')'; //application name
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CGuiHandler GH;
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CClient *client = NULL;
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static CClient *client;
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SDL_Surface *screen = NULL, //main screen surface
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*screen2 = NULL,//and hlp surface (used to store not-active interfaces layer)
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*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
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@ -79,8 +79,7 @@ void processCommand(const std::string &message);
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static void setScreenRes(int w, int h, int bpp, bool fullscreen);
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void dispose();
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void playIntro();
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void listenForEvents();
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void startGame(StartInfo * options);
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static void listenForEvents();
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void init()
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{
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@ -209,8 +208,9 @@ int main(int argc, char** argv)
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loading.join();
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tlog0<<"Initialization of VCMI (together): "<<total.getDif()<<std::endl;
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new CGPreGame; //will set CGP pointer to itself
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CGI->musich->playMusic(musicBase::mainMenu, -1);
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new CGPreGame; //will set CGP pointer to itself
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hhh = new boost::thread(&CGPreGame::run, CGP);
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listenForEvents();
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@ -284,9 +284,10 @@ void processCommand(const std::string &message)
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//}
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else if(cn=="load")
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{
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// TODO: this code should end the running game and manage to call startGame instead
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std::string fname;
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readed >> fname;
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client->load(fname);
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client->loadGame(fname);
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}
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//else if(cn=="ln")
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//{
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@ -433,29 +434,26 @@ static void setScreenRes(int w, int h, int bpp, bool fullscreen)
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screenBuf = bufOnScreen ? screen : screen2;
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}
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void listenForEvents()
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static void listenForEvents()
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{
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SDL_Event *ev = NULL;
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while(1) //main SDL events loop
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{
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ev = new SDL_Event();
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SDL_Event *ev = new SDL_Event();
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//tlog0 << "Waiting... ";
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int ret = SDL_WaitEvent(ev);
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//tlog0 << "got " << (int)ev->type;
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if(ret == 0 || (ev->type==SDL_QUIT) || (ev->type == SDL_KEYDOWN && ev->key.keysym.sym==SDLK_F4 && (ev->key.keysym.mod & KMOD_ALT)))
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if (ret == 0 || (ev->type==SDL_QUIT) ||
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(ev->type == SDL_KEYDOWN && ev->key.keysym.sym==SDLK_F4 && (ev->key.keysym.mod & KMOD_ALT)))
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{
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if(LOCPLINT)
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LOCPLINT->pim->lock();
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if (client)
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client->close();
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client->stop();
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if (hhh) {
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CGP->terminate = true;
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hhh->join();
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delete hhh;
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hhh = NULL;
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}
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console->end();
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delete console;
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console = NULL;
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SDL_Delay(750);
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@ -470,6 +468,8 @@ void listenForEvents()
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bool full = !(screen->flags&SDL_FULLSCREEN);
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setScreenRes(conf.cc.resx,conf.cc.resy,conf.cc.bpp,full);
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GH.totalRedraw();
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delete ev;
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continue;
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}
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else if(ev->type == SDL_USEREVENT && ev->user.code == 1)
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{
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@ -477,6 +477,12 @@ void listenForEvents()
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delete ev;
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continue;
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}
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else if (ev->type == SDL_USEREVENT && ev->user.code == 2) {
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client->stop();
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delete ev;
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continue;
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}
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//tlog0 << " pushing ";
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eventsM.lock();
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events.push(ev);
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@ -507,47 +513,19 @@ void startGame(StartInfo * options)
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CClient cl;
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if(options->mode == 0) //new game
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{
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timeHandler pomtime;
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char portc[10];
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SDL_itoa(conf.cc.port,portc,10);
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CClient::runServer(portc);
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tlog0<<"Preparing shared memory and starting server: "<<pomtime.getDif()<<std::endl;
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pomtime.getDif();//reset timers
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CConnection *c=NULL;
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//wait until server is ready
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tlog0<<"Waiting for server... ";
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cl.waitForServer();
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tlog0 << pomtime.getDif()<<std::endl;
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while(!c)
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{
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try
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{
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tlog0 << "Establishing connection...\n";
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c = new CConnection(conf.cc.server,portc,NAME);
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}
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catch(...)
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{
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tlog1 << "\nCannot establish connection! Retrying within 2 seconds" <<std::endl;
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SDL_Delay(2000);
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}
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}
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THC tlog0<<"\tConnecting to the server: "<<pomtime.getDif()<<std::endl;
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cl.newGame(c,options);
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client = &cl;
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CGI->musich->stopMusic();
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client->run();
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//boost::thread t(boost::bind(&CClient::run,&cl));
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cl.newGame(NULL, options);
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}
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else //load game
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{
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std::string fname = options->mapname;
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boost::algorithm::erase_last(fname,".vlgm1");
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cl.load(fname);
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cl.loadGame(fname);
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}
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client = &cl;
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CGI->musich->stopMusic();
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client->run();
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//boost::thread t(boost::bind(&CClient::run,&cl));
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}
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LOCPLINT->terminate_cond.waitUntil(true);
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client->endGame();
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client = NULL;
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}
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@ -100,6 +100,8 @@ CPlayerInterface::CPlayerInterface(int Player, int serial)
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SDL_setFramerate(mainFPSmng, 48);
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//framerate keeper initialized
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cingconsole = new CInGameConsole;
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terminate = false;
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terminate_cond.set(false);
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}
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CPlayerInterface::~CPlayerInterface()
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{
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@ -116,6 +118,8 @@ CPlayerInterface::~CPlayerInterface()
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for(std::map<int,SDL_Surface*>::iterator i=graphics->townWins.begin(); i!= graphics->townWins.end(); i++)
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SDL_FreeSurface(i->second);
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graphics->townWins.clear();
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LOCPLINT = NULL;
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}
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void CPlayerInterface::init(ICallback * CB)
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{
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@ -179,6 +183,9 @@ void CPlayerInterface::yourTurn()
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while(makingTurn) // main loop
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{
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if (terminate)
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break;
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pim->lock();
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//if there are any waiting dialogs, show them
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@ -208,7 +215,10 @@ void CPlayerInterface::yourTurn()
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GH.popInt(adventureInt);
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cb->endTurn();
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} HANDLE_EXCEPTION
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} HANDLE_EXCEPTION;
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if (terminate)
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terminate_cond.set(true);
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}
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inline void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const int & hid)
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@ -2,6 +2,7 @@
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#define __CPLAYERINTERFACE_H__
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#include "../global.h"
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#include "../CGameInterface.h"
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#include "../lib/CondSh.h"
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#include "SDL_framerate.h"
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#include <map>
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#include <list>
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@ -204,6 +205,9 @@ public:
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CPlayerInterface(int Player, int serial);//c-tor
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~CPlayerInterface();//d-tor
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bool terminate; // tell to terminate
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CondSh<bool> terminate_cond; // confirm termination
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//////////////////////////////////////////////////////////////////////////
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template <typename Handler> void serializeTempl(Handler &h, const int version);
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@ -44,13 +44,18 @@ using boost::ref;
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void startGame(StartInfo * options);
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CGPreGame * CGP;
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static const CMapHeader *curMap = NULL;
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static StartInfo *curOpts = NULL;
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static const CMapHeader *curMap;
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static StartInfo *curOpts;
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static int playerColor, playerSerial;
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static std::string selectedName; //set when game is started/loaded
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extern void do_quit();
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static void do_quit()
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{
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SDL_Event event;
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event.quit.type = SDL_QUIT;
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SDL_PushEvent(&event);
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}
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CMenuScreen::CMenuScreen( EState which )
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{
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@ -126,15 +131,15 @@ void CGPreGame::run()
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CGI->videoh->open("ACREDIT.SMK", true, false);
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#endif
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GH.pushInt(scrs[mainMenu]);
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while(!terminate)
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{
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if (GH.listInt.size() == 0)
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GH.pushInt(scrs[mainMenu]);
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CGI->curh->draw1();
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SDL_Flip(screen);
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CGI->curh->draw2();
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SDL_Delay(20); //give time for other apps
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GH.topInt()->show(screen);
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GH.updateTime();
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GH.handleEvents();
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@ -362,12 +367,11 @@ void CSelectionScreen::startGame()
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selectedName = sInfo.mapname;
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StartInfo *si = new StartInfo(sInfo);
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GH.popIntTotally(this);
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GH.popIntTotally(GH.topInt());
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GH.popInt(this);
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GH.popInt(GH.topInt());
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curMap = NULL;
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curOpts = NULL;
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::startGame(si);
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delete si; //rather won't be called...
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}
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else
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{
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@ -376,7 +380,7 @@ void CSelectionScreen::startGame()
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selectedName = GVCMIDirs.UserPath + "/Games/" + sel->txt->text + ".vlgm1";
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LOCPLINT->cb->save(sel->txt->text);
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GH.popIntTotally(this);
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GH.popInt(this);
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}
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}
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@ -20,6 +20,7 @@
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#include "../mapHandler.h"
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#include "CConfigHandler.h"
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#include "Client.h"
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#include "GUIBase.h"
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#include <boost/bind.hpp>
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#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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@ -88,7 +89,7 @@ void CClient::init()
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serv = NULL;
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gs = NULL;
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cb = NULL;
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must_close = false;
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terminate = false;
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try
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{
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shared = new SharedMem();
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@ -129,10 +130,8 @@ void CClient::run()
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CPack *pack;
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while(1)
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{
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if (must_close) {
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serv->close();
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tlog3 << "Our socket has been closed.\n";
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return;
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if (terminate) {
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break;
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}
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//get the package from the server
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@ -143,6 +142,11 @@ void CClient::run()
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tlog5 << "\treceived server message of type " << typeid(*pack).name() << std::endl;
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}
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if (terminate) {
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delete pack;
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break;
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}
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CBaseForCLApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
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if(apply)
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{
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@ -163,16 +167,12 @@ void CClient::run()
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} HANDLE_EXCEPTION(tlog1 << "Lost connection to server, ending listening thread!\n");
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}
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void CClient::close()
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void CClient::stop()
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{
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if(!serv)
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return;
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tlog3 << "Connection has been requested to be closed.\n";
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boost::unique_lock<boost::mutex>(*serv->wmx);
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*serv << &CloseServer();
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tlog3 << "Sent closing signal to the server\n";
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must_close = true;
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// Game is ending
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// Tell the network thread and interface thread to reach a stable state
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terminate = true;
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LOCPLINT->terminate = true;
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}
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void CClient::save(const std::string & fname)
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@ -186,29 +186,45 @@ void CClient::save(const std::string & fname)
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*serv << &SaveGame(fname);
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}
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void CClient::load( const std::string & fname )
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void CClient::endGame()
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{
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tlog0 <<"\n\nLoading procedure started!\n\n";
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timeHandler tmh;
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close(); //kill server
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tlog0 <<"Sent kill signal to the server: "<<tmh.getDif()<<std::endl;
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tlog0 << "\n\nEnding current game!" << std::endl;
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delete CGI->mh;
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CGI->mh = NULL;
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delete CGI->state;
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VLC->clear(); //delete old handlers
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CGI->state = NULL;
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for(std::map<ui8,CGameInterface *>::iterator i = playerint.begin(); i!=playerint.end(); i++)
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while (!playerint.empty())
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{
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delete i->second; //delete player interfaces
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delete playerint.begin()->second;
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playerint.erase(playerint.begin());
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}
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BOOST_FOREACH(CCallback *cb, callbacks)
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{
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delete cb;
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}
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tlog0 <<"Deleting old data: "<<tmh.getDif()<<std::endl;
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if (serv) {
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tlog3 << "Connection has been requested to be closed.\n";
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boost::unique_lock<boost::mutex>(*serv->wmx);
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*serv << &CloseServer();
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tlog3 << "Sent closing signal to the server\n";
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serv->close();
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delete serv;
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serv = NULL;
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tlog3 << "Our socket has been closed." << std::endl;
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}
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}
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void CClient::loadGame( const std::string & fname )
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{
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tlog0 <<"\n\nLoading procedure started!\n\n";
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timeHandler tmh;
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char portc[10];
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SDL_itoa(conf.cc.port,portc,10);
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@ -300,6 +316,35 @@ int CClient::getSelectedHero()
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void CClient::newGame( CConnection *con, StartInfo *si )
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{
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if (con == NULL) {
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timeHandler pomtime;
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char portc[10];
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SDL_itoa(conf.cc.port,portc,10);
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CClient::runServer(portc);
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tlog0<<"Preparing shared memory and starting server: "<<pomtime.getDif()<<std::endl;
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pomtime.getDif();//reset timers
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//wait until server is ready
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tlog0<<"Waiting for server... ";
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waitForServer();
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tlog0 << pomtime.getDif()<<std::endl;
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while(!con)
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{
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try
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{
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tlog0 << "Establishing connection...\n";
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con = new CConnection(conf.cc.server,portc,NAME);
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}
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catch(...)
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{
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tlog1 << "\nCannot establish connection! Retrying within 2 seconds" <<std::endl;
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SDL_Delay(2000);
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}
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}
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THC tlog0<<"\tConnecting to the server: "<<pomtime.getDif()<<std::endl;
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}
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timeHandler tmh;
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CGI->state = new CGameState();
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tlog0 <<"\tGamestate: "<<tmh.getDif()<<std::endl;
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@ -61,7 +61,6 @@ public:
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std::set<CCallback*> callbacks; //callbacks given to player interfaces
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std::map<ui8,CGameInterface *> playerint;
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CConnection *serv;
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bool must_close;
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SharedMem *shared;
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BattleAction *curbaction;
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CPathsInfo *pathInfo;
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@ -75,11 +74,15 @@ public:
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~CClient(void);
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void init();
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void close();
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void newGame(CConnection *con, StartInfo *si); //con - connection to server
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void endGame();
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void save(const std::string & fname);
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void load(const std::string & fname);
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void loadGame(const std::string & fname);
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void run();
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void stop();
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bool terminate; // tell to terminate
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//////////////////////////////////////////////////////////////////////////
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//from IGameCallback
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int getCurrentPlayer();
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@ -521,13 +521,15 @@ void CIntObject::deactivate()
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deactivateMouseMove();
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if(used & KEYBOARD)
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deactivateKeys();
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if(used & TIME)
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if(active & TIME) // TIME is special
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deactivateTimer();
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if(used & WHEEL)
|
||||
deactivateWheel();
|
||||
if(used & DOUBLECLICK)
|
||||
deactivateDClick();
|
||||
|
||||
assert(!active);
|
||||
|
||||
if(defActions & DEACTIVATE)
|
||||
for(size_t i = 0; i < children.size(); i++)
|
||||
if(children[i]->recActions & DEACTIVATE)
|
||||
|
@ -2840,13 +2840,15 @@ CSystemOptionsWindow::CSystemOptionsWindow(const SDL_Rect &pos, CPlayerInterface
|
||||
CSDL_Ext::printAt(CGI->generaltexth->allTexts[577], 283, 217, GEOR16, zwykly, background); //spell book animation
|
||||
|
||||
//setting up buttons
|
||||
save = new AdventureMapButton (CGI->generaltexth->zelp[321].first, CGI->generaltexth->zelp[321].second, boost::bind(&CSystemOptionsWindow::bsavef, this), pos.x+357, pos.y+297, "SOSAVE.DEF", SDLK_s);
|
||||
save = new AdventureMapButton (CGI->generaltexth->zelp[322].first, CGI->generaltexth->zelp[322].second, boost::bind(&CSystemOptionsWindow::bsavef, this), pos.x+357, pos.y+297, "SOSAVE.DEF", SDLK_s);
|
||||
std::swap(save->imgs[0][0], save->imgs[0][1]);
|
||||
quitGame = new AdventureMapButton (CGI->generaltexth->zelp[324].first, CGI->generaltexth->zelp[324].second, boost::bind(&CSystemOptionsWindow::bquitf, this), pos.x+246, pos.y+414, "soquit.def", SDLK_q);
|
||||
std::swap(quitGame->imgs[0][0], quitGame->imgs[0][1]);
|
||||
backToMap = new AdventureMapButton (CGI->generaltexth->zelp[325].first, CGI->generaltexth->zelp[325].second, boost::bind(&CSystemOptionsWindow::breturnf, this), pos.x+357, pos.y+414, "soretrn.def", SDLK_RETURN);
|
||||
mainMenu = new AdventureMapButton (CGI->generaltexth->zelp[320].first, CGI->generaltexth->zelp[320].second, boost::bind(&CSystemOptionsWindow::bmainmenuf, this), pos.x+357, pos.y+357, "SOMAIN.DEF", SDLK_RETURN);
|
||||
backToMap->assignedKeys.insert(SDLK_ESCAPE);
|
||||
std::swap(backToMap->imgs[0][0], backToMap->imgs[0][1]);
|
||||
std::swap(mainMenu->imgs[0][0], mainMenu->imgs[0][1]);
|
||||
|
||||
heroMoveSpeed = new CHighlightableButtonsGroup(0);
|
||||
heroMoveSpeed->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[349].second),CGI->generaltexth->zelp[349].second, "sysopb1.def", pos.x+28, pos.y+77, 1);
|
||||
@ -2887,22 +2889,26 @@ CSystemOptionsWindow::~CSystemOptionsWindow()
|
||||
delete save;
|
||||
delete quitGame;
|
||||
delete backToMap;
|
||||
delete mainMenu;
|
||||
delete heroMoveSpeed;
|
||||
delete mapScrollSpeed;
|
||||
delete musicVolume;
|
||||
delete effectsVolume;
|
||||
}
|
||||
|
||||
void do_quit()
|
||||
void CSystemOptionsWindow::pushSDLEvent(int type, int usercode)
|
||||
{
|
||||
GH.popIntTotally(this);
|
||||
|
||||
SDL_Event event;
|
||||
event.quit.type = SDL_QUIT;
|
||||
event.type = type;
|
||||
event.user.code = usercode; // not necessarily used
|
||||
SDL_PushEvent(&event);
|
||||
}
|
||||
|
||||
void CSystemOptionsWindow::bquitf()
|
||||
{
|
||||
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[578], std::vector<SComponent*>(), do_quit, 0, false);
|
||||
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[578], std::vector<SComponent*>(), boost::bind(&CSystemOptionsWindow::pushSDLEvent, this, SDL_QUIT, 0), 0, false);
|
||||
}
|
||||
|
||||
void CSystemOptionsWindow::breturnf()
|
||||
@ -2910,6 +2916,10 @@ void CSystemOptionsWindow::breturnf()
|
||||
GH.popIntTotally(this);
|
||||
}
|
||||
|
||||
void CSystemOptionsWindow::bmainmenuf()
|
||||
{
|
||||
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[578], std::vector<SComponent*>(), boost::bind(&CSystemOptionsWindow::pushSDLEvent, this, SDL_USEREVENT, 2), 0, false);
|
||||
}
|
||||
|
||||
void CSystemOptionsWindow::bsavef()
|
||||
{
|
||||
@ -2929,6 +2939,7 @@ void CSystemOptionsWindow::activate()
|
||||
save->activate();
|
||||
quitGame->activate();
|
||||
backToMap->activate();
|
||||
mainMenu->activate();
|
||||
heroMoveSpeed->activate();
|
||||
mapScrollSpeed->activate();
|
||||
musicVolume->activate();
|
||||
@ -2940,6 +2951,7 @@ void CSystemOptionsWindow::deactivate()
|
||||
save->deactivate();
|
||||
quitGame->deactivate();
|
||||
backToMap->deactivate();
|
||||
mainMenu->deactivate();
|
||||
heroMoveSpeed->deactivate();
|
||||
mapScrollSpeed->deactivate();
|
||||
musicVolume->deactivate();
|
||||
@ -2953,6 +2965,7 @@ void CSystemOptionsWindow::show(SDL_Surface *to)
|
||||
save->show(to);
|
||||
quitGame->show(to);
|
||||
backToMap->show(to);
|
||||
mainMenu->show(to);
|
||||
heroMoveSpeed->show(to);
|
||||
mapScrollSpeed->show(to);
|
||||
musicVolume->show(to);
|
||||
|
@ -503,7 +503,7 @@ class CSystemOptionsWindow : public CIntObject
|
||||
{
|
||||
private:
|
||||
SDL_Surface * background; //background of window
|
||||
AdventureMapButton *load, *save, *restart, *mainMenu, * quitGame, * backToMap; //load, restart and main menu are not used yet
|
||||
AdventureMapButton *load, *save, *restart, *mainMenu, *quitGame, *backToMap; //load and restart are not used yet
|
||||
CHighlightableButtonsGroup * heroMoveSpeed;
|
||||
CHighlightableButtonsGroup * mapScrollSpeed;
|
||||
CHighlightableButtonsGroup * musicVolume, * effectsVolume;
|
||||
@ -515,6 +515,9 @@ public:
|
||||
void bsavef(); //save game
|
||||
void bquitf(); //quit game
|
||||
void breturnf(); //return to game
|
||||
void bmainmenuf(); //return to main menu
|
||||
|
||||
void pushSDLEvent(int type, int usercode);
|
||||
|
||||
void activate();
|
||||
void deactivate();
|
||||
|
Loading…
Reference in New Issue
Block a user