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
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@@ -19,7 +19,7 @@
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#include "windows/GUIClasses.h"
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#include "../../eventsSDL/InputHandler.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 "../../widgets/Buttons.h"
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#include "../../widgets/Images.h"
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@@ -97,9 +97,9 @@ GeneralOptionsTab::GeneralOptionsTab()
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OBJECT_CONSTRUCTION;
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setRedrawParent(true);
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addConditional("touchscreen", GH.input().getCurrentInputMode() == InputMode::TOUCH);
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addConditional("keyboardMouse", GH.input().getCurrentInputMode() == InputMode::KEYBOARD_AND_MOUSE);
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addConditional("controller", GH.input().getCurrentInputMode() == InputMode::CONTROLLER);
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addConditional("touchscreen", ENGINE->input().getCurrentInputMode() == InputMode::TOUCH);
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addConditional("keyboardMouse", ENGINE->input().getCurrentInputMode() == InputMode::KEYBOARD_AND_MOUSE);
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addConditional("controller", ENGINE->input().getCurrentInputMode() == InputMode::CONTROLLER);
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#ifdef VCMI_MOBILE
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addConditional("mobile", true);
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addConditional("desktop", false);
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@@ -195,7 +195,7 @@ GeneralOptionsTab::GeneralOptionsTab()
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build(config);
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std::shared_ptr<CLabel> scalingLabel = widget<CLabel>("scalingLabel");
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scalingLabel->setText(scalingToLabelString(GH.screenHandler().getInterfaceScalingPercentage()));
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scalingLabel->setText(scalingToLabelString(ENGINE->screenHandler().getInterfaceScalingPercentage()));
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std::shared_ptr<CLabel> longTouchLabel = widget<CLabel>("longTouchLabel");
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if (longTouchLabel)
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@@ -271,14 +271,14 @@ void GeneralOptionsTab::updateResolutionSelector()
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if (resolutionLabel)
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{
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Point resolution = GH.screenHandler().getRenderResolution();
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Point resolution = ENGINE->screenHandler().getRenderResolution();
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resolutionLabel->setText(resolutionToLabelString(resolution.x, resolution.y));
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}
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}
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void GeneralOptionsTab::selectGameResolution()
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{
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supportedResolutions = GH.screenHandler().getSupportedResolutions();
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supportedResolutions = ENGINE->screenHandler().getSupportedResolutions();
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std::vector<std::string> items;
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size_t currentResolutionIndex = 0;
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@@ -292,7 +292,7 @@ void GeneralOptionsTab::selectGameResolution()
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items.push_back(std::move(resolutionStr));
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++i;
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}
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GH.windows().createAndPushWindow<CObjectListWindow>(items, nullptr,
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ENGINE->windows().createAndPushWindow<CObjectListWindow>(items, nullptr,
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CGI->generaltexth->translate("vcmi.systemOptions.resolutionMenu.hover"),
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CGI->generaltexth->translate("vcmi.systemOptions.resolutionMenu.help"),
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[this](int index)
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@@ -317,8 +317,8 @@ void GeneralOptionsTab::setGameResolution(int index)
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widget<CLabel>("resolutionLabel")->setText(resolutionToLabelString(resolution.x, resolution.y));
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GH.dispatchMainThread([](){
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GH.onScreenResize(true);
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ENGINE->dispatchMainThread([](){
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ENGINE->onScreenResize(true);
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});
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}
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@@ -341,8 +341,8 @@ void GeneralOptionsTab::setFullscreenMode(bool on, bool exclusive)
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updateResolutionSelector();
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GH.dispatchMainThread([](){
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GH.onScreenResize(true);
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ENGINE->dispatchMainThread([](){
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ENGINE->onScreenResize(true);
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});
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}
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@@ -353,7 +353,7 @@ void GeneralOptionsTab::selectGameScaling()
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// generate list of all possible scaling values, with 10% step
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// also add one value over maximum, so if player can use scaling up to 123.456% he will be able to select 130%
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// and let screen handler clamp that value to actual maximum
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auto [minimalScaling, maximalScaling] = GH.screenHandler().getSupportedScalingRange();
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auto [minimalScaling, maximalScaling] = ENGINE->screenHandler().getSupportedScalingRange();
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for (int i = 0; i <= maximalScaling + 10 - 1; i += 10)
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{
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if (i >= minimalScaling)
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@@ -373,7 +373,7 @@ void GeneralOptionsTab::selectGameScaling()
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++i;
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}
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GH.windows().createAndPushWindow<CObjectListWindow>(
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ENGINE->windows().createAndPushWindow<CObjectListWindow>(
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items,
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nullptr,
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CGI->generaltexth->translate("vcmi.systemOptions.scalingMenu.hover"),
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@@ -400,8 +400,8 @@ void GeneralOptionsTab::setGameScaling(int index)
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widget<CLabel>("scalingLabel")->setText(scalingToLabelString(scaling));
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GH.dispatchMainThread([](){
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GH.onScreenResize(true);
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ENGINE->dispatchMainThread([](){
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ENGINE->onScreenResize(true);
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});
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}
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@@ -422,7 +422,7 @@ void GeneralOptionsTab::selectLongTouchDuration()
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++i;
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}
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GH.windows().createAndPushWindow<CObjectListWindow>(
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ENGINE->windows().createAndPushWindow<CObjectListWindow>(
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items,
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nullptr,
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CGI->generaltexth->translate("vcmi.systemOptions.longTouchMenu.hover"),
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