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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
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@ -24,7 +24,7 @@
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#include "../CPlayerInterface.h"
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#include "../CGameInfo.h"
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#include "../gui/CGuiHandler.h"
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#include "../GameEngine.h"
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#include "../gui/WindowHandler.h"
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#include "../media/ISoundPlayer.h"
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#include "../render/Colors.h"
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@ -81,10 +81,10 @@ BattleStacksController::BattleStacksController(BattleInterface & owner):
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animIDhelper(0)
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{
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//preparing graphics for displaying amounts of creatures
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amountNormal = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowDefault"), EImageBlitMode::COLORKEY);
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amountPositive = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowPositive"), EImageBlitMode::COLORKEY);
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amountNegative = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowNegative"), EImageBlitMode::COLORKEY);
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amountEffNeutral = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowNeutral"), EImageBlitMode::COLORKEY);
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amountNormal = ENGINE->renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowDefault"), EImageBlitMode::COLORKEY);
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amountPositive = ENGINE->renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowPositive"), EImageBlitMode::COLORKEY);
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amountNegative = ENGINE->renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowNegative"), EImageBlitMode::COLORKEY);
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amountEffNeutral = ENGINE->renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowNeutral"), EImageBlitMode::COLORKEY);
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std::vector<const CStack*> stacks = owner.getBattle()->battleGetAllStacks(true);
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for(const CStack * s : stacks)
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@ -842,7 +842,7 @@ void BattleStacksController::updateHoveredStacks()
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}
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if(mouseHoveredStacks != newStacks)
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GH.windows().totalRedraw(); //fix for frozen stack info window and blue border in action bar
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ENGINE->windows().totalRedraw(); //fix for frozen stack info window and blue border in action bar
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mouseHoveredStacks = newStacks;
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}
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