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fix warning, cleanup

This commit is contained in:
AlexVinS 2014-06-21 11:35:08 +04:00
parent 13bd4ddcb2
commit 8cc5363882

View File

@ -1291,7 +1291,7 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
//but no authentic button click/sound ;-)
}
boost::thread moveHeroTask(boost::bind(&doMoveHero,this,h,path));
boost::thread moveHeroTask(boost::bind(&CPlayerInterface::doMoveHero,this,h,path));
}
@ -1520,8 +1520,8 @@ bool CPlayerInterface::ctrlPressed() const
void CPlayerInterface::update()
{
if(duringMovement)
return;
// if(duringMovement)
// return;
// Updating GUI requires locking pim mutex (that protects screen and GUI state).
// When ending the game, the pim mutex might be hold by other thread,
// that will notify us about the ending game by setting terminate_cond flag.
@ -2544,27 +2544,7 @@ bool CPlayerInterface::capturedAllEvents()
{
if(duringMovement)
{
//todo: CPlayerInterface::capturedAllEvents
// //check if user cancelled movement
// {
// boost::unique_lock<boost::mutex> un(eventsM);
// while(!events.empty())
// {
// SDL_Event ev = events.front();
// events.pop();
// switch(ev.type)
// {
// case SDL_MOUSEBUTTONDOWN:
// stillMoveHero.setn(STOP_MOVE);
// break;
// case SDL_KEYDOWN:
// if(ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
// stillMoveHero.setn(STOP_MOVE);
// break;
// }
// }
// }
//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
return true;
}