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campaign list workaround
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@@ -78,7 +78,7 @@ void ApplyOnLobbyHandlerNetPackVisitor::visitLobbyClientConnected(LobbyClientCon
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GH.windows().popWindows(1);
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}
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GH.windows().createAndPushWindow<CLobbyScreen>(handler.screenType);
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GH.windows().createAndPushWindow<CLobbyScreen>(handler.screenType, handler.campaignStateToSend && !handler.campaignStateToSend->campaignSet.empty());
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}
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handler.setState(EClientState::LOBBY);
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}
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@@ -21,6 +21,7 @@
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#include "../gui/CGuiHandler.h"
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#include "../gui/Shortcut.h"
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#include "../widgets/Buttons.h"
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#include "../widgets/GraphicalPrimitiveCanvas.h"
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#include "../windows/InfoWindows.h"
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#include "../render/Colors.h"
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#include "../globalLobby/GlobalLobbyClient.h"
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@@ -35,7 +36,7 @@
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#include "../../lib/rmg/CMapGenOptions.h"
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#include "../CGameInfo.h"
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CLobbyScreen::CLobbyScreen(ESelectionScreen screenType)
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CLobbyScreen::CLobbyScreen(ESelectionScreen screenType, bool fromCampaignSet)
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: CSelectionBase(screenType), bonusSel(nullptr)
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{
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OBJECT_CONSTRUCTION;
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@@ -114,6 +115,12 @@ CLobbyScreen::CLobbyScreen(ESelectionScreen screenType)
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if (wasInLobbyRoom)
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CSH->getGlobalLobby().activateInterface();
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}, EShortcut::GLOBAL_CANCEL);
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if(fromCampaignSet) // workaround to avoid confusing players by custom campaign list displaying for a few ms -> instead of this draw a black screen while "loading"
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{
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blackScreen = std::make_shared<GraphicalPrimitiveCanvas>(Rect(Point(0, 0), pos.dimensions()));
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blackScreen->addBox(Point(0, 0), pos.dimensions(), Colors::BLACK);
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}
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}
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CLobbyScreen::~CLobbyScreen()
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@@ -12,13 +12,15 @@
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#include "CSelectionBase.h"
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class CBonusSelection;
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class GraphicalPrimitiveCanvas;
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class CLobbyScreen final : public CSelectionBase
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{
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public:
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std::shared_ptr<CButton> buttonChat;
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std::shared_ptr<GraphicalPrimitiveCanvas> blackScreen;
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CLobbyScreen(ESelectionScreen type);
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CLobbyScreen(ESelectionScreen type, bool fromCampaignSet = false);
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~CLobbyScreen();
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void toggleTab(std::shared_ptr<CIntObject> tab) final;
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void startCampaign();
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