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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
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@@ -14,7 +14,7 @@
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#include "TextControls.h"
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#include "RadialMenu.h"
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#include "../gui/CGuiHandler.h"
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#include "../GameEngine.h"
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#include "../gui/WindowHandler.h"
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#include "../render/IImage.h"
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#include "../windows/CCreatureWindow.h"
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@@ -121,11 +121,11 @@ void CGarrisonSlot::hover (bool on)
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temp = CGI->generaltexth->tcommands[11]; //Empty
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}
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}
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GH.statusbar()->write(temp);
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ENGINE->statusbar()->write(temp);
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}
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else
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{
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GH.statusbar()->clear();
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ENGINE->statusbar()->clear();
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}
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}
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@@ -178,7 +178,7 @@ bool CGarrisonSlot::viewInfo()
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elem->block(true);
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redraw();
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GH.windows().createAndPushWindow<CStackWindow>(myStack, dism, pom, upgr);
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ENGINE->windows().createAndPushWindow<CStackWindow>(myStack, dism, pom, upgr);
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return true;
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}
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@@ -187,7 +187,7 @@ bool CGarrisonSlot::viewInfo()
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bool CGarrisonSlot::highlightOrDropArtifact()
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{
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bool artSelected = false;
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if (auto chw = GH.windows().topWindow<CWindowWithArtifacts>()) //dirty solution
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if (auto chw = ENGINE->windows().topWindow<CWindowWithArtifacts>()) //dirty solution
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{
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const auto pickedArtInst = chw->getPickedArtifact();
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@@ -262,7 +262,7 @@ bool CGarrisonSlot::split()
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owner->splitStacks(selection, owner->army(upg), ID, amountRight);
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};
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GH.windows().createAndPushWindow<CSplitWindow>(selection->creature, splitFunctor, minLeft, minRight, countLeft, countRight);
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ENGINE->windows().createAndPushWindow<CSplitWindow>(selection->creature, splitFunctor, minLeft, minRight, countLeft, countRight);
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return true;
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}
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@@ -300,7 +300,7 @@ void CGarrisonSlot::showPopupWindow(const Point & cursorPosition)
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{
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if(creature)
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{
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GH.windows().createAndPushWindow<CStackWindow>(myStack, true);
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ENGINE->windows().createAndPushWindow<CStackWindow>(myStack, true);
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}
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}
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@@ -338,7 +338,7 @@ void CGarrisonSlot::clickPressed(const Point & cursorPosition)
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lastHeroStackSelected = true;
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}
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if((owner->getSplittingMode() || GH.isKeyboardShiftDown()) // split window
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if((owner->getSplittingMode() || ENGINE->isKeyboardShiftDown()) // split window
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&& (!creature || creature == selection->creature))
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{
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refr = split();
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@@ -371,7 +371,7 @@ void CGarrisonSlot::gesture(bool on, const Point & initialPosition, const Point
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if (!settings["input"]["radialWheelGarrisonSwipe"].Bool())
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return;
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if(GH.windows().topWindow<CIntObject>()->isPopupWindow())
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if(ENGINE->windows().topWindow<CIntObject>()->isPopupWindow())
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return;
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const auto * otherArmy = upg == EGarrisonType::UPPER ? owner->lowerArmy() : owner->upperArmy();
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@@ -393,7 +393,7 @@ void CGarrisonSlot::gesture(bool on, const Point & initialPosition, const Point
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};
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if (hasAnyEmptySlots || hasSameUnit)
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GH.windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements);
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ENGINE->windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements);
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}
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void CGarrisonSlot::update()
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@@ -487,9 +487,9 @@ void CGarrisonSlot::splitIntoParts(EGarrisonType type, int amount)
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bool CGarrisonSlot::handleSplittingShortcuts()
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{
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const bool isAlt = GH.isKeyboardAltDown();
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const bool isLShift = GH.isKeyboardShiftDown();
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const bool isLCtrl = GH.isKeyboardCmdDown();
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const bool isAlt = ENGINE->isKeyboardAltDown();
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const bool isLShift = ENGINE->isKeyboardShiftDown();
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const bool isLCtrl = ENGINE->isKeyboardCmdDown();
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if(!isAlt && !isLShift && !isLCtrl)
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return false; // This is only case when return false
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