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https://github.com/vcmi/vcmi.git
synced 2025-12-07 23:33:15 +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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@@ -13,7 +13,7 @@
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#include "../../lib/CConfigHandler.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../GameEngine.h"
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#include "../gui/EventDispatcher.h"
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#include "../gui/Shortcut.h"
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#include "../gui/ShortcutHandler.h"
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@@ -70,7 +70,7 @@ void InputSourceKeyboard::handleEventKeyDown(const SDL_KeyboardEvent & key)
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std::string clipboardContent = clipboardBuffer;
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boost::erase_all(clipboardContent, "\r");
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boost::erase_all(clipboardContent, "\n");
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GH.events().dispatchTextInput(clipboardContent);
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ENGINE->events().dispatchTextInput(clipboardContent);
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SDL_free(clipboardBuffer);
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return;
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}
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@@ -84,11 +84,11 @@ void InputSourceKeyboard::handleEventKeyDown(const SDL_KeyboardEvent & key)
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if(handleBackRightMouseButton && key.keysym.scancode == SDL_SCANCODE_AC_BACK) // on some android devices right mouse button is "back"
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{
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GH.events().dispatchShowPopup(GH.getCursorPosition(), settings["input"]["mouseToleranceDistance"].Integer());
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ENGINE->events().dispatchShowPopup(ENGINE->getCursorPosition(), settings["input"]["mouseToleranceDistance"].Integer());
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return;
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}
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auto shortcutsVector = GH.shortcuts().translateKeycode(keyName);
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auto shortcutsVector = ENGINE->shortcuts().translateKeycode(keyName);
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if (vstd::contains(shortcutsVector, EShortcut::MAIN_MENU_LOBBY))
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CSH->getGlobalLobby().activateInterface();
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@@ -97,7 +97,7 @@ void InputSourceKeyboard::handleEventKeyDown(const SDL_KeyboardEvent & key)
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{
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Settings full = settings.write["video"]["fullscreen"];
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full->Bool() = !full->Bool();
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GH.onScreenResize(true);
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ENGINE->onScreenResize(true);
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}
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if (vstd::contains(shortcutsVector, EShortcut::SPECTATE_TRACK_HERO))
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@@ -118,7 +118,7 @@ void InputSourceKeyboard::handleEventKeyDown(const SDL_KeyboardEvent & key)
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s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
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}
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GH.events().dispatchShortcutPressed(shortcutsVector);
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ENGINE->events().dispatchShortcutPressed(shortcutsVector);
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}
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void InputSourceKeyboard::handleEventKeyUp(const SDL_KeyboardEvent & key)
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@@ -128,7 +128,7 @@ void InputSourceKeyboard::handleEventKeyUp(const SDL_KeyboardEvent & key)
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if(handleBackRightMouseButton && key.keysym.scancode == SDL_SCANCODE_AC_BACK) // on some android devices right mouse button is "back"
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{
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GH.events().dispatchClosePopup(GH.getCursorPosition());
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ENGINE->events().dispatchClosePopup(ENGINE->getCursorPosition());
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return;
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}
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@@ -143,9 +143,9 @@ void InputSourceKeyboard::handleEventKeyUp(const SDL_KeyboardEvent & key)
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assert(key.state == SDL_RELEASED);
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auto shortcutsVector = GH.shortcuts().translateKeycode(keyName);
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auto shortcutsVector = ENGINE->shortcuts().translateKeycode(keyName);
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GH.events().dispatchShortcutReleased(shortcutsVector);
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ENGINE->events().dispatchShortcutReleased(shortcutsVector);
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}
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bool InputSourceKeyboard::isKeyboardCmdDown() const
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