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@@ -71,7 +71,8 @@ namespace boost
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class recursive_mutex;
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};
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enum {CHANGE_SCREEN_RESOLUTION = 1, RETURN_TO_MAIN_MENU = 2, STOP_CLIENT = 3, RESTART_GAME};
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enum {CHANGE_SCREEN_RESOLUTION = 1, RETURN_TO_MAIN_MENU = 2, STOP_CLIENT = 3, RESTART_GAME,
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RETURN_TO_MENU_LOAD};
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/// Central class for managing user interface logic
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class CPlayerInterface : public CGameInterface, public IUpdateable
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@@ -215,7 +216,7 @@ public:
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void init(CCallback * CB);
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int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
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void showInfoDialog(const std::string &text, const std::vector<CComponent*> & components = std::vector<CComponent*>(), int soundID = 0, bool delComps = false);
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void showYesNoDialog(const std::string &text, const std::vector<CComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
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void showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps = false, const std::vector<CComponent*> & components = std::vector<CComponent*>()); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
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void stopMovement();
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bool moveHero(const CGHeroInstance *h, CGPath path);
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void initMovement(const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp );//initializing objects and performing first step of move
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@@ -230,6 +231,7 @@ public:
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void requestReturningToMainMenu();
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void requestStoppingClient();
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void sendCustomEvent(int code);
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void proposeLoadingGame();
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CPlayerInterface(int Player);//c-tor
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~CPlayerInterface();//d-tor
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