1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

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:
Alexander Shishkin
2018-07-25 01:36:48 +03:00
committed by ArseniyShestakov
parent 7c8b74a806
commit 75f8c8b29a
62 changed files with 706 additions and 1296 deletions

View File

@@ -394,14 +394,14 @@ void CBonusSelection::goBack()
}
else
{
GH.popIntTotally(this);
close();
}
// TODO: we can actually only pop bonus selection interface for custom campaigns
// Though this would require clearing CLobbyScreen::bonusSel pointer when poping this interface
/*
else
{
GH.popIntTotally(this);
close();
CSH->state = EClientState::LOBBY;
}
*/
@@ -420,7 +420,7 @@ void CBonusSelection::startMap()
const CCampaignScenario & scenario = getCampaign()->camp->scenarios[CSH->campaignMap];
if(scenario.prolog.hasPrologEpilog)
{
GH.pushInt(new CPrologEpilogVideo(scenario.prolog, exitCb));
GH.pushIntT<CPrologEpilogVideo>(scenario.prolog, exitCb);
}
else
{
@@ -430,7 +430,7 @@ void CBonusSelection::startMap()
if(LOCPLINT) // we're currently ingame, so ask for starting new map and end game
{
GH.popInt(this);
close();
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[67], [=]()
{
showPrologVideo();
@@ -444,7 +444,7 @@ void CBonusSelection::startMap()
void CBonusSelection::restartMap()
{
GH.popInt(this);
close();
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[67], [=]()
{
CSH->startCampaignScenario();