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https://github.com/vcmi/vcmi.git
synced 2025-01-12 02:28:11 +02:00
Move gui locking to GUIHandler
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parent
a8c45df732
commit
cc669b0ae7
@ -78,7 +78,6 @@ void processCommand(const std::string &message, CClient *&client);
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extern std::queue<SDL_Event> events;
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extern boost::mutex eventsM;
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boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
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CondSh<bool> CPlayerInterface::terminate_cond;
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CPlayerInterface * LOCPLINT;
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@ -112,14 +111,13 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
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makingTurn = false;
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showingDialog = new CondSh<bool>(false);
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cingconsole = new CInGameConsole;
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terminate_cond.set(false);
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GH.terminate_cond.set(false);
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firstCall = 1; //if loading will be overwritten in serialize
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autosaveCount = 0;
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isAutoFightOn = false;
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duringMovement = false;
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ignoreEvents = false;
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locked = false;
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ignoreEvents = false;
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}
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CPlayerInterface::~CPlayerInterface()
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@ -1590,11 +1588,13 @@ void CPlayerInterface::setSelection(const CArmedInstance * obj)
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void CPlayerInterface::update()
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{
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if (!locked)
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{
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logGlobal->errorStream() << "Non synchronized update of PlayerInterface";
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// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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// While mutexes were locked away we may be have stopped being the active interface
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if(LOCPLINT != this)
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return;
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}
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//if there are any waiting dialogs, show them
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if((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
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{
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@ -1622,38 +1622,6 @@ void CPlayerInterface::update()
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GH.drawFPSCounter();
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}
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void CPlayerInterface::runLocked(std::function<void()> functor)
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{
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// Updating GUI requires locking pim mutex (that protects screen and GUI state).
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// When ending the game, the pim mutex might be hold by other thread,
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// that will notify us about the ending game by setting terminate_cond flag.
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bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
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while(!terminate_cond.get() && !(acquiredTheLockOnPim = pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
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boost::this_thread::sleep(boost::posix_time::milliseconds(15));
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if(!acquiredTheLockOnPim)
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{
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// We broke the while loop above and not because of mutex, so we must be terminating.
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assert(terminate_cond.get());
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return;
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}
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// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
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boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock);
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// While mutexes were locked away we may be have stopped being the active interface
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if(LOCPLINT != this)
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return;
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// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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locked = true;
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functor();
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locked = false;
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}
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int CPlayerInterface::getLastIndex( std::string namePrefix)
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{
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using namespace boost::filesystem;
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@ -2133,7 +2101,7 @@ void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResul
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{
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if(adventureInt)
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{
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terminate_cond.setn(true);
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GH.terminate_cond.setn(true);
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adventureInt->deactivate();
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if(GH.topInt() == adventureInt)
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GH.popInt(adventureInt);
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@ -1,7 +1,6 @@
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#pragma once
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//#include "../lib/CondSh.h"
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#include "../lib/FunctionList.h"
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#include "../lib/CGameInterface.h"
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#include "../lib/NetPacksBase.h"
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@ -85,7 +84,7 @@ enum
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};
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/// Central class for managing user interface logic
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class CPlayerInterface : public CGameInterface, public ILockedUpdatable
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class CPlayerInterface : public CGameInterface, public IUpdateable
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{
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const CArmedInstance * currentSelection;
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public:
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@ -136,7 +135,6 @@ public:
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} spellbookSettings;
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void update() override;
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void runLocked(std::function<void()> functor) override;
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void initializeHeroTownList();
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int getLastIndex(std::string namePrefix);
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@ -271,10 +269,6 @@ public:
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CPlayerInterface(PlayerColor Player);//c-tor
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~CPlayerInterface();//d-tor
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static CondSh<bool> terminate_cond; // confirm termination
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private:
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template <typename Handler> void serializeTempl(Handler &h, const int version);
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@ -300,8 +294,6 @@ private:
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bool duringMovement;
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bool ignoreEvents;
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bool locked;
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void doMoveHero(const CGHeroInstance *h, CGPath path);
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};
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@ -516,7 +516,6 @@ void CGPreGame::disposeGraphics()
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void CGPreGame::update()
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{
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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if(CGP != this) //don't update if you are not a main interface
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return;
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@ -543,12 +542,6 @@ void CGPreGame::update()
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GH.drawFPSCounter();
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}
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void CGPreGame::runLocked(std::function<void()> cb)
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{
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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cb();
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}
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void CGPreGame::openCampaignScreen(std::string name)
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{
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if (vstd::contains(CGPreGameConfig::get().getCampaigns().Struct(), name))
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@ -597,7 +597,7 @@ private:
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};
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/// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
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class CGPreGame : public CIntObject, public ILockedUpdatable
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class CGPreGame : public CIntObject, public IUpdateable
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{
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void loadGraphics();
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void disposeGraphics();
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@ -611,7 +611,6 @@ public:
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~CGPreGame();
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void update() override;
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void runLocked(std::function<void()> cb) override;
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void openSel(CMenuScreen::EState type, CMenuScreen::EMultiMode multi = CMenuScreen::SINGLE_PLAYER);
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void openCampaignScreen(std::string name);
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@ -1,5 +1,6 @@
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#include "StdInc.h"
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#include "CGuiHandler.h"
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#include "../lib/CondSh.h"
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#include <SDL.h>
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@ -15,6 +16,7 @@
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extern std::queue<SDL_Event> events;
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extern boost::mutex eventsM;
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CondSh<bool> CGuiHandler::terminate_cond;
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boost::thread_specific_ptr<bool> inGuiThread;
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SObjectConstruction::SObjectConstruction( CIntObject *obj )
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@ -389,25 +391,39 @@ void CGuiHandler::fakeMouseMove()
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void CGuiHandler::renderFrame()
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{
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auto doUpdate = [this]()
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{
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if(nullptr != curInt)
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// Updating GUI requires locking pim mutex (that protects screen and GUI state).
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// During game:
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// When ending the game, the pim mutex might be hold by other thread,
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// that will notify us about the ending game by setting terminate_cond flag.
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//in PreGame terminate_cond stay false
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bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
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while(!terminate_cond.get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
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boost::this_thread::sleep(boost::posix_time::milliseconds(15));
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if(!acquiredTheLockOnPim)
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{
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curInt -> update();
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}
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// We broke the while loop above and not because of mutex, so we must be terminating.
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assert(terminate_cond.get());
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return;
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}
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// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
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if(nullptr != curInt)
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curInt->update();
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// draw the mouse cursor and update the screen
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CCS->curh->render();
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if(0 != SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr))
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logGlobal->errorStream() << __FUNCTION__ << " SDL_RenderCopy " << SDL_GetError();
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SDL_RenderPresent(mainRenderer);
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};
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if(curInt)
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curInt->runLocked(doUpdate);
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else
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doUpdate();
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SDL_RenderPresent(mainRenderer);
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}
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mainFPSmng->framerateDelay(); // holds a constant FPS
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}
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@ -423,6 +439,8 @@ CGuiHandler::CGuiHandler()
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// Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
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mainFPSmng = new CFramerateManager(48);
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//do not init CFramerateManager here --AVS
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terminate_cond.set(false);
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}
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CGuiHandler::~CGuiHandler()
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@ -8,9 +8,9 @@ class CFramerateManager;
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class CGStatusBar;
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class CIntObject;
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class IUpdateable;
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class ILockedUpdatable;
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class IShowActivatable;
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class IShowable;
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template <typename T> struct CondSh;
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/*
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* CGuiHandler.h, part of VCMI engine
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@ -72,7 +72,7 @@ public:
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std::vector<IShowable*> objsToBlit;
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SDL_Event * current; //current event - can be set to nullptr to stop handling event
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ILockedUpdatable *curInt;
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IUpdateable *curInt;
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Point lastClick;
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unsigned lastClickTime;
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@ -109,6 +109,8 @@ public:
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static bool isArrowKey(SDL_Keycode key);
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static bool amIGuiThread();
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static void pushSDLEvent(int type, int usercode = 0);
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static CondSh<bool> terminate_cond; // confirm termination
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};
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extern CGuiHandler GH; //global gui handler
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@ -38,13 +38,6 @@ public:
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virtual ~IUpdateable(){}; //d-tor
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};
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class ILockedUpdatable: public IUpdateable
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{
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public:
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virtual void runLocked(std::function<void()> cb) = 0;
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virtual ~ILockedUpdatable(){}; //d-tor
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};
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// Defines a show method
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class IShowable
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{
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