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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +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

@@ -10,7 +10,7 @@
#include "StdInc.h"
#include "AssetGenerator.h"
#include "../gui/CGuiHandler.h"
#include "../GameEngine.h"
#include "../render/IImage.h"
#include "../render/IImageLoader.h"
#include "../render/Canvas.h"
@@ -81,9 +81,9 @@ AssetGenerator::CanvasPtr AssetGenerator::createAdventureOptionsCleanBackground(
{
auto locator = ImageLocator(ImagePath::builtin("ADVOPTBK"), EImageBlitMode::OPAQUE);
std::shared_ptr<IImage> img = GH.renderHandler().loadImage(locator);
std::shared_ptr<IImage> img = ENGINE->renderHandler().loadImage(locator);
auto image = GH.renderHandler().createImage(Point(575, 585), CanvasScalingPolicy::IGNORE);
auto image = ENGINE->renderHandler().createImage(Point(575, 585), CanvasScalingPolicy::IGNORE);
Canvas canvas = image->getCanvas();
canvas.draw(img, Point(0, 0), Rect(0, 0, 575, 585));
@@ -101,8 +101,8 @@ AssetGenerator::CanvasPtr AssetGenerator::createBigSpellBook() const
{
auto locator = ImageLocator(ImagePath::builtin("SpelBack"), EImageBlitMode::OPAQUE);
std::shared_ptr<IImage> img = GH.renderHandler().loadImage(locator);
auto image = GH.renderHandler().createImage(Point(800, 600), CanvasScalingPolicy::IGNORE);
std::shared_ptr<IImage> img = ENGINE->renderHandler().loadImage(locator);
auto image = ENGINE->renderHandler().createImage(Point(800, 600), CanvasScalingPolicy::IGNORE);
Canvas canvas = image->getCanvas();
// edges
canvas.draw(img, Point(0, 0), Rect(15, 38, 90, 45));
@@ -153,7 +153,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createPlayerColoredBackground(const Pl
{
auto locator = ImageLocator(ImagePath::builtin("DiBoxBck"), EImageBlitMode::OPAQUE);
std::shared_ptr<IImage> texture = GH.renderHandler().loadImage(locator);
std::shared_ptr<IImage> texture = ENGINE->renderHandler().loadImage(locator);
// transform to make color of brown DIBOX.PCX texture match color of specified player
auto filterSettings = VLC->settingsHandler->getFullConfig()["interface"]["playerColoredBackground"];
@@ -174,7 +174,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createPlayerColoredBackground(const Pl
texture->adjustPalette(filters[player.getNum()], 0);
auto image = GH.renderHandler().createImage(texture->dimensions(), CanvasScalingPolicy::IGNORE);
auto image = ENGINE->renderHandler().createImage(texture->dimensions(), CanvasScalingPolicy::IGNORE);
Canvas canvas = image->getCanvas();
canvas.draw(texture, Point(0,0));
@@ -186,7 +186,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createCombatUnitNumberWindow(float mul
auto locator = ImageLocator(ImagePath::builtin("CMNUMWIN"), EImageBlitMode::OPAQUE);
locator.layer = EImageBlitMode::OPAQUE;
std::shared_ptr<IImage> texture = GH.renderHandler().loadImage(locator);
std::shared_ptr<IImage> texture = ENGINE->renderHandler().loadImage(locator);
const auto shifter= ColorFilter::genRangeShifter(0.f, 0.f, 0.f, multR, multG, multB);
@@ -195,7 +195,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createCombatUnitNumberWindow(float mul
texture->adjustPalette(shifter, ignoredMask);
auto image = GH.renderHandler().createImage(texture->dimensions(), CanvasScalingPolicy::IGNORE);
auto image = ENGINE->renderHandler().createImage(texture->dimensions(), CanvasScalingPolicy::IGNORE);
Canvas canvas = image->getCanvas();
canvas.draw(texture, Point(0,0));
@@ -206,8 +206,8 @@ AssetGenerator::CanvasPtr AssetGenerator::createCampaignBackground() const
{
auto locator = ImageLocator(ImagePath::builtin("CAMPBACK"), EImageBlitMode::OPAQUE);
std::shared_ptr<IImage> img = GH.renderHandler().loadImage(locator);
auto image = GH.renderHandler().createImage(Point(800, 600), CanvasScalingPolicy::IGNORE);
std::shared_ptr<IImage> img = ENGINE->renderHandler().loadImage(locator);
auto image = ENGINE->renderHandler().createImage(Point(800, 600), CanvasScalingPolicy::IGNORE);
Canvas canvas = image->getCanvas();
canvas.draw(img, Point(0, 0), Rect(0, 0, 800, 600));
@@ -235,7 +235,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createCampaignBackground() const
// skull
auto locatorSkull = ImageLocator(ImagePath::builtin("CAMPNOSC"), EImageBlitMode::OPAQUE);
std::shared_ptr<IImage> imgSkull = GH.renderHandler().loadImage(locatorSkull);
std::shared_ptr<IImage> imgSkull = ENGINE->renderHandler().loadImage(locatorSkull);
canvas.draw(imgSkull, Point(562, 509), Rect(178, 108, 43, 19));
return image;
@@ -246,8 +246,8 @@ AssetGenerator::CanvasPtr AssetGenerator::createChroniclesCampaignImages(int chr
auto imgPathBg = ImagePath::builtin("chronicles_" + std::to_string(chronicle) + "/GamSelBk");
auto locator = ImageLocator(imgPathBg, EImageBlitMode::OPAQUE);
std::shared_ptr<IImage> img = GH.renderHandler().loadImage(locator);
auto image = GH.renderHandler().createImage(Point(200, 116), CanvasScalingPolicy::IGNORE);
std::shared_ptr<IImage> img = ENGINE->renderHandler().loadImage(locator);
auto image = ENGINE->renderHandler().createImage(Point(200, 116), CanvasScalingPolicy::IGNORE);
Canvas canvas = image->getCanvas();
std::array sourceRect = {
@@ -267,7 +267,7 @@ AssetGenerator::CanvasPtr AssetGenerator::createChroniclesCampaignImages(int chr
{
//skull
auto locatorSkull = ImageLocator(ImagePath::builtin("CampSP1"), EImageBlitMode::OPAQUE);
std::shared_ptr<IImage> imgSkull = GH.renderHandler().loadImage(locatorSkull);
std::shared_ptr<IImage> imgSkull = ENGINE->renderHandler().loadImage(locatorSkull);
canvas.draw(imgSkull, Point(162, 94), Rect(162, 94, 41, 22));
canvas.draw(img, Point(162, 94), Rect(424, 304, 14, 4));
canvas.draw(img, Point(162, 98), Rect(424, 308, 10, 4));
@@ -309,7 +309,7 @@ void AssetGenerator::generatePaletteShiftedAnimation(const AnimationPath & sprit
{
AnimationLayoutMap layout;
auto animation = GH.renderHandler().loadAnimation(sprite, EImageBlitMode::COLORKEY);
auto animation = ENGINE->renderHandler().loadAnimation(sprite, EImageBlitMode::COLORKEY);
int paletteTransformLength = 1;
for (const auto & transform : paletteAnimations)
@@ -334,15 +334,15 @@ void AssetGenerator::generatePaletteShiftedAnimation(const AnimationPath & sprit
AssetGenerator::CanvasPtr AssetGenerator::createPaletteShiftedImage(const AnimationPath & source, const std::vector<PaletteAnimation> & palette, int frameIndex, int paletteShiftCounter) const
{
auto animation = GH.renderHandler().loadAnimation(source, EImageBlitMode::COLORKEY);
auto animation = ENGINE->renderHandler().loadAnimation(source, EImageBlitMode::COLORKEY);
auto imgLoc = animation->getImageLocator(frameIndex, 0);
auto img = GH.renderHandler().loadImage(imgLoc);
auto img = ENGINE->renderHandler().loadImage(imgLoc);
for(const auto & element : palette)
img->shiftPalette(element.start, element.length, paletteShiftCounter % element.length);
auto image = GH.renderHandler().createImage(Point(32, 32), CanvasScalingPolicy::IGNORE);
auto image = ENGINE->renderHandler().createImage(Point(32, 32), CanvasScalingPolicy::IGNORE);
Canvas canvas = image->getCanvas();
canvas.draw(img, Point((32 - img->dimensions().x) / 2, (32 - img->dimensions().y) / 2));