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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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@ -15,7 +15,7 @@
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#include "../media/IMusicPlayer.h"
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#include "../media/ISoundPlayer.h"
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//#include "../gui/WindowHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../GameEngine.h"
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//#include "../gui/FramerateManager.h"
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#include "../widgets/TextControls.h"
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#include "../widgets/VideoWidget.h"
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@ -29,7 +29,7 @@ CPrologEpilogVideo::CPrologEpilogVideo(CampaignScenarioPrologEpilog _spe, std::f
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addUsedEvents(LCLICK | TIME);
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pos = center(Rect(0, 0, 800, 600));
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backgroundAroundMenu = std::make_shared<CFilledTexture>(ImagePath::builtin("DIBOXBCK"), Rect(-pos.x, -pos.y, GH.screenDimensions().x, GH.screenDimensions().y));
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backgroundAroundMenu = std::make_shared<CFilledTexture>(ImagePath::builtin("DIBOXBCK"), Rect(-pos.x, -pos.y, ENGINE->screenDimensions().x, ENGINE->screenDimensions().y));
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//TODO: remove hardcoded paths. Some of campaigns video actually consist from 2 parts
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// however, currently our campaigns format expects only a single video file
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@ -79,7 +79,7 @@ void CPrologEpilogVideo::tick(uint32_t msPassed)
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++positionCounter;
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}
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else if(elapsedTimeMilliseconds > (voiceDurationMilliseconds == 0 ? 8000 : 3000) && voiceStopped) // pause after completed scrolling (longer for intros missing voice)
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clickPressed(GH.getCursorPosition());
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clickPressed(ENGINE->getCursorPosition());
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}
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void CPrologEpilogVideo::show(Canvas & to)
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