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synced 2025-11-25 22:42:04 +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
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@@ -27,7 +27,7 @@
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#include "../render/Canvas.h"
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#include "../render/IImage.h"
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#include "../render/IRenderHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../GameEngine.h"
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#include "../gui/CursorHandler.h"
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#include "../adventureMap/CInGameConsole.h"
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#include "../client/render/CAnimation.h"
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@@ -112,16 +112,16 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
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OBJECT_CONSTRUCTION;
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//preparing cells and hexes
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cellBorder = GH.renderHandler().loadImage(ImagePath::builtin("CCELLGRD.BMP"), EImageBlitMode::COLORKEY);
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cellShade = GH.renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"), EImageBlitMode::SIMPLE);
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cellUnitMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
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cellUnitMaxMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMaxMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
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cellBorder = ENGINE->renderHandler().loadImage(ImagePath::builtin("CCELLGRD.BMP"), EImageBlitMode::COLORKEY);
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cellShade = ENGINE->renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"), EImageBlitMode::SIMPLE);
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cellUnitMovementHighlight = ENGINE->renderHandler().loadImage(ImagePath::builtin("UnitMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
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cellUnitMaxMovementHighlight = ENGINE->renderHandler().loadImage(ImagePath::builtin("UnitMaxMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
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attackCursors = GH.renderHandler().loadAnimation(AnimationPath::builtin("CRCOMBAT"), EImageBlitMode::COLORKEY);
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spellCursors = GH.renderHandler().loadAnimation(AnimationPath::builtin("CRSPELL"), EImageBlitMode::COLORKEY);
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attackCursors = ENGINE->renderHandler().loadAnimation(AnimationPath::builtin("CRCOMBAT"), EImageBlitMode::COLORKEY);
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spellCursors = ENGINE->renderHandler().loadAnimation(AnimationPath::builtin("CRSPELL"), EImageBlitMode::COLORKEY);
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rangedFullDamageLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsGreen.json"), EImageBlitMode::COLORKEY);
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shootingRangeLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsRed.json"), EImageBlitMode::COLORKEY);
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rangedFullDamageLimitImages = ENGINE->renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsGreen.json"), EImageBlitMode::COLORKEY);
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shootingRangeLimitImages = ENGINE->renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsRed.json"), EImageBlitMode::COLORKEY);
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if(!owner.siegeController)
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{
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@@ -130,12 +130,12 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
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if(bfieldType == BattleField::NONE)
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logGlobal->error("Invalid battlefield returned for current battle");
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else
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background = GH.renderHandler().loadImage(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
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background = ENGINE->renderHandler().loadImage(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
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}
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else
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{
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auto backgroundName = owner.siegeController->getBattleBackgroundName();
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background = GH.renderHandler().loadImage(backgroundName, EImageBlitMode::OPAQUE);
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background = ENGINE->renderHandler().loadImage(backgroundName, EImageBlitMode::OPAQUE);
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}
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pos.w = background->width();
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@@ -329,7 +329,7 @@ BattleHexArray BattleFieldController::getMovementRangeForHoveredStack()
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if (!owner.stacksController->getActiveStack())
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return BattleHexArray();
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if (!settings["battle"]["movementHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
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if (!settings["battle"]["movementHighlightOnHover"].Bool() && !ENGINE->isKeyboardShiftDown())
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return BattleHexArray();
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auto hoveredStack = getHoveredStack();
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@@ -416,7 +416,7 @@ BattleHexArray BattleFieldController::getRangeHexes(const BattleHex & sourceHex,
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{
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BattleHexArray rangeHexes;
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if (!settings["battle"]["rangeLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
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if (!settings["battle"]["rangeLimitHighlightOnHover"].Bool() && !ENGINE->isKeyboardShiftDown())
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return rangeHexes;
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// get only battlefield hexes that are within the given distance
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