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Gui cleanup4 (#446)
* use smart pointers for almost all widget fields * use SDL2 texture for cursor * a lot af small tweaks and formatting * removed CompImage class, it is actually useless as long as regular SDLImage support margins * CGuiHandler: use smart pointers for [push|pop]Int
This commit is contained in:
committed by
ArseniyShestakov
parent
7c8b74a806
commit
75f8c8b29a
@@ -491,14 +491,11 @@ void CClient::battleStarted(const BattleInfo * info)
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if(!settings["session"]["headless"].Bool())
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{
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Rect battleIntRect((screen->w - 800)/2, (screen->h - 600)/2, 800, 600);
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if(!!att || !!def)
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{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
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Rect((screen->w - 800)/2,
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(screen->h - 600)/2, 800, 600), att, def);
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GH.pushInt(bi);
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GH.pushIntT<CBattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def);
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}
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else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
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{
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@@ -506,11 +503,7 @@ void CClient::battleStarted(const BattleInfo * info)
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auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
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spectratorInt->cb->setBattle(info);
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
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Rect((screen->w - 800) / 2,
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(screen->h - 600) / 2, 800, 600), att, def, spectratorInt);
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GH.pushInt(bi);
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GH.pushIntT<CBattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, battleIntRect, att, def, spectratorInt);
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}
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}
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