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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-17 01:32:21 +02:00

Renamed CGuiHandler to GameEngine

- class CGuiHandler is now called GameEngine to better describe its
functionality
- renamed global GH to more clear ENGINE
- GH/ENGINE is now unique_ptr to make construction / deconstruction
order more clear and to allow interface / implementation split
- CGuiHandler.cpp/h is now called GameEngine.cpp/h and located in root
directory of client dir
This commit is contained in:
Ivan Savenko
2025-02-10 21:49:23 +00:00
parent 0c5a560c80
commit cacceda950
144 changed files with 1019 additions and 1021 deletions

View File

@ -20,7 +20,7 @@
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../GameEngine.h"
#include "../gui/CIntObject.h"
#include "../gui/WindowHandler.h"
#include "../windows/CCreatureWindow.h"
@ -149,7 +149,7 @@ void BattleActionsController::endCastingSpell()
possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack()); //restore actions after they were cleared
selectedStack = nullptr;
GH.fakeMouseMove();
ENGINE->fakeMouseMove();
}
bool BattleActionsController::isActiveStackSpellcaster() const
@ -183,7 +183,7 @@ void BattleActionsController::enterCreatureCastingMode()
};
vstd::erase_if(possibleActions, actionFilterPredicate);
GH.fakeMouseMove();
ENGINE->fakeMouseMove();
return;
}
@ -226,7 +226,7 @@ void BattleActionsController::enterCreatureCastingMode()
};
vstd::erase_if(possibleActions, actionFilterPredicate);
GH.fakeMouseMove();
ENGINE->fakeMouseMove();
}
std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActionsForStack(const CStack *stack) const
@ -345,7 +345,7 @@ void BattleActionsController::castThisSpell(SpellID spellID)
{
possibleActions.clear();
possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
GH.fakeMouseMove();//update cursor
ENGINE->fakeMouseMove();//update cursor
}
owner.windowObject->blockUI(true);
@ -771,7 +771,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, c
case PossiblePlayerBattleAction::CREATURE_INFO:
{
GH.windows().createAndPushWindow<CStackWindow>(targetStack, false);
ENGINE->windows().createAndPushWindow<CStackWindow>(targetStack, false);
return;
}
@ -875,7 +875,7 @@ void BattleActionsController::onHexHovered(const BattleHex & hoveredHex)
if (owner.openingPlaying())
{
currentConsoleMsg = VLC->generaltexth->translate("vcmi.battleWindow.pressKeyToSkipIntro");
GH.statusbar()->write(currentConsoleMsg);
ENGINE->statusbar()->write(currentConsoleMsg);
return;
}
@ -885,7 +885,7 @@ void BattleActionsController::onHexHovered(const BattleHex & hoveredHex)
if (hoveredHex == BattleHex::INVALID)
{
if (!currentConsoleMsg.empty())
GH.statusbar()->clearIfMatching(currentConsoleMsg);
ENGINE->statusbar()->clearIfMatching(currentConsoleMsg);
currentConsoleMsg.clear();
CCS->curh->set(Cursor::Combat::BLOCKED);
@ -908,10 +908,10 @@ void BattleActionsController::onHexHovered(const BattleHex & hoveredHex)
}
if (!currentConsoleMsg.empty())
GH.statusbar()->clearIfMatching(currentConsoleMsg);
ENGINE->statusbar()->clearIfMatching(currentConsoleMsg);
if (!newConsoleMsg.empty())
GH.statusbar()->write(newConsoleMsg);
ENGINE->statusbar()->write(newConsoleMsg);
currentConsoleMsg = newConsoleMsg;
}
@ -921,7 +921,7 @@ void BattleActionsController::onHoverEnded()
CCS->curh->set(Cursor::Combat::POINTER);
if (!currentConsoleMsg.empty())
GH.statusbar()->clearIfMatching(currentConsoleMsg);
ENGINE->statusbar()->clearIfMatching(currentConsoleMsg);
currentConsoleMsg.clear();
}
@ -939,7 +939,7 @@ void BattleActionsController::onHexLeftClicked(const BattleHex & clickedHex)
return;
actionRealize(action, clickedHex);
GH.statusbar()->clear();
ENGINE->statusbar()->clear();
}
void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterStack)
@ -1071,7 +1071,7 @@ void BattleActionsController::onHexRightClicked(const BattleHex & clickedHex)
auto selectedStack = owner.getBattle()->battleGetStackByPos(clickedHex, true);
if (selectedStack != nullptr)
GH.windows().createAndPushWindow<CStackWindow>(selectedStack, true);
ENGINE->windows().createAndPushWindow<CStackWindow>(selectedStack, true);
if (clickedHex == BattleHex::HERO_ATTACKER && owner.attackingHero)
owner.attackingHero->heroRightClicked();