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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +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
This commit is contained in:
Ivan Savenko
2025-02-10 21:49:23 +00:00
parent 0c5a560c80
commit cacceda950
144 changed files with 1019 additions and 1021 deletions

View File

@ -19,7 +19,7 @@
#include "../CCallback.h"
#include "../CPlayerInterface.h"
#include "../adventureMap/AdventureMapInterface.h"
#include "../gui/CGuiHandler.h"
#include "../GameEngine.h"
#include "../gui/WindowHandler.h"
#include "../eventsSDL/InputHandler.h"
@ -129,7 +129,7 @@ void MapViewController::modifyTileSize(int stepsChange, bool useDeadZone)
bool isInDeadZone = targetTileSize != actualZoom || actualZoom == Point(defaultTileSize, defaultTileSize);
if(!wasInDeadZone && isInDeadZone)
GH.input().hapticFeedback();
ENGINE->input().hapticFeedback();
wasInDeadZone = isInDeadZone;
@ -224,7 +224,7 @@ void MapViewController::updateState()
adventureContext->settingShowVisitable = settings["session"]["showVisitable"].Bool();
adventureContext->settingShowBlocked = settings["session"]["showBlocked"].Bool();
adventureContext->settingSpellRange = settings["session"]["showSpellRange"].Bool();
adventureContext->settingTextOverlay = GH.isKeyboardAltDown() || GH.input().getNumTouchFingers() == 2;
adventureContext->settingTextOverlay = ENGINE->isKeyboardAltDown() || ENGINE->input().getNumTouchFingers() == 2;
}
}
@ -302,7 +302,7 @@ bool MapViewController::isEventVisible(const CGObjectInstance * obj, const Playe
if(initiator != LOCPLINT->playerID && settings["adventure"]["enemyMoveTime"].Float() < 0)
return false; // enemy move speed set to "hidden/none"
if(!GH.windows().isTopWindow(adventureInt))
if(!ENGINE->windows().isTopWindow(adventureInt))
return false;
// do not focus on actions of other players except for AI with simturns off
@ -328,7 +328,7 @@ bool MapViewController::isEventVisible(const CGHeroInstance * obj, const int3 &
if(obj->getOwner() != LOCPLINT->playerID && settings["adventure"]["enemyMoveTime"].Float() < 0)
return false; // enemy move speed set to "hidden/none"
if(!GH.windows().isTopWindow(adventureInt))
if(!ENGINE->windows().isTopWindow(adventureInt))
return false;
// do not focus on actions of other players except for AI with simturns off
@ -588,7 +588,7 @@ bool MapViewController::hasOngoingAnimations()
void MapViewController::waitForOngoingAnimations()
{
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
animationWait.waitWhileBusy();
}