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synced 2025-07-15 01:24:45 +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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@ -10,7 +10,7 @@
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#include "StdInc.h"
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#include "CanvasImage.h"
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#include "../gui/CGuiHandler.h"
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#include "../GameEngine.h"
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#include "../render/IScreenHandler.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../renderSDL/SDLImageScaler.h"
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@ -20,7 +20,7 @@
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#include <SDL_surface.h>
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CanvasImage::CanvasImage(const Point & size, CanvasScalingPolicy scalingPolicy)
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: surface(CSDL_Ext::newSurface(scalingPolicy == CanvasScalingPolicy::IGNORE ? size : (size * GH.screenHandler().getScalingFactor())))
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: surface(CSDL_Ext::newSurface(scalingPolicy == CanvasScalingPolicy::IGNORE ? size : (size * ENGINE->screenHandler().getScalingFactor())))
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, scalingPolicy(scalingPolicy)
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{
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}
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@ -40,7 +40,7 @@ void CanvasImage::draw(SDL_Surface * where, const Point & pos, const Rect * src,
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void CanvasImage::scaleTo(const Point & size, EScalingAlgorithm algorithm)
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{
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Point scaledSize = size * GH.screenHandler().getScalingFactor();
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Point scaledSize = size * ENGINE->screenHandler().getScalingFactor();
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SDLImageScaler scaler(surface);
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scaler.scaleSurface(scaledSize, algorithm);
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