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https://github.com/vcmi/vcmi.git
synced 2025-07-17 01:32:21 +02:00
Fixed RETURN_IF_BATTLE(). Undid disabled warnings. Fixed indentation.
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@ -146,9 +146,9 @@ static void prog_help(const po::options_description &opts)
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}
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static void SDLLogCallback(void* userdata,
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int category,
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SDL_LogPriority priority,
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const char* message)
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int category,
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SDL_LogPriority priority,
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const char* message)
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{
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//todo: convert SDL log priority to vcmi log priority
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//todo: make separate log domain for SDL
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@ -173,7 +173,7 @@ int main(int argc, char * argv[])
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// Correct working dir executable folder (not bundle folder) so we can use executable relative paths
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boost::filesystem::current_path(boost::filesystem::system_complete(argv[0]).parent_path());
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#endif
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std::cout << "Starting... " << std::endl;
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std::cout << "Starting... " << std::endl;
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po::options_description opts("Allowed options");
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opts.add_options()
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("help,h", "display help and exit")
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@ -208,7 +208,7 @@ int main(int argc, char * argv[])
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}
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catch(std::exception &e)
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{
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std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
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std::cerr << "Failure during parsing command-line options:\n" << e.what() << std::endl;
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}
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}
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@ -1196,9 +1196,9 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen, int displayIn
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SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
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screenTexture = SDL_CreateTexture(mainRenderer,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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w, h);
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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w, h);
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if(nullptr == screenTexture)
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{
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@ -1286,7 +1286,7 @@ static void handleEvent(SDL_Event & ev)
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handleQuit(false);
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return;
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}
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break;
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break;
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case EUserEvent::RETURN_TO_MAIN_MENU:
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{
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CSH->endGameplay();
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