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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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@ -22,7 +22,7 @@
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#include "../render/IRenderHandler.h"
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#include "../render/Graphics.h"
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#include "../gui/CGuiHandler.h"
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#include "../GameEngine.h"
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#include "../widgets/TextControls.h"
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#include "../../lib/mapObjects/CObjectHandler.h"
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@ -35,7 +35,7 @@ MapViewCache::MapViewCache(const std::shared_ptr<MapViewModel> & model)
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, cachedLevel(0)
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, overlayWasVisible(false)
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, mapRenderer(new MapRenderer())
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, iconsStorage(GH.renderHandler().loadAnimation(AnimationPath::builtin("VwSymbol"), EImageBlitMode::COLORKEY))
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, iconsStorage(ENGINE->renderHandler().loadAnimation(AnimationPath::builtin("VwSymbol"), EImageBlitMode::COLORKEY))
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, intermediate(new Canvas(Point(32, 32), CanvasScalingPolicy::AUTO))
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, terrain(new Canvas(model->getCacheDimensionsPixels(), CanvasScalingPolicy::AUTO))
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, terrainTransition(new Canvas(model->getPixelsVisibleDimensions(), CanvasScalingPolicy::AUTO))
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@ -188,7 +188,7 @@ void MapViewCache::render(const std::shared_ptr<IMapRendererContext> & context,
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if(context->showTextOverlay())
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{
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const auto & font = GH.renderHandler().loadFont(FONT_TINY);
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const auto & font = ENGINE->renderHandler().loadFont(FONT_TINY);
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for(int y = dimensions.top(); y < dimensions.bottom(); ++y)
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{
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