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use dimming to hide screen
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1f2ca138dd
commit
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@ -50,7 +50,8 @@ AdventureMapInterface::AdventureMapInterface():
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mapAudio(new MapAudioPlayer()),
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spellBeingCasted(nullptr),
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scrollingWasActive(false),
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scrollingWasBlocked(false)
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scrollingWasBlocked(false),
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isHotseatMessage(false)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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pos.x = pos.y = 0;
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@ -172,6 +173,8 @@ void AdventureMapInterface::dim(Canvas & to)
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if (!casted && !window->isPopupWindow())
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{
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int backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
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if(isHotseatMessage)
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backgroundDimLevel = 255;
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Rect targetRect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y);
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ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
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if(backgroundDimLevel > 0)
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@ -335,6 +338,7 @@ void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set
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void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
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{
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isHotseatMessage = true;
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onCurrentPlayerChanged(playerID);
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setState(EAdventureState::HOTSEAT_WAIT);
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}
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@ -379,6 +383,8 @@ void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
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void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
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{
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isHotseatMessage = false;
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onCurrentPlayerChanged(playerID);
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setState(EAdventureState::MAKING_TURN);
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@ -59,6 +59,9 @@ private:
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/// if true, then scrolling was blocked via ctrl and should not restart until player move cursor outside scrolling area
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bool scrollingWasBlocked;
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/// if true, the hotseat next player is opened
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bool isHotseatMessage;
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/// spell for which player is selecting target, or nullptr if none
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const CSpell *spellBeingCasted;
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