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https://github.com/vcmi/vcmi.git
synced 2025-11-29 23:07:48 +02:00
Removed GameEngine::curInt member
- event processing is now initiated by GameEngine instead of weird chain engine -> player interface -> engine - introduced GameEngineUser interface (implemented by GameInstance) to remove mutual depedency between GameEngine and GameInstance (some technically still remains for now, in form of some free functions)
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@@ -331,11 +331,7 @@ CMainMenu::CMainMenu()
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backgroundAroundMenu = std::make_shared<CFilledTexture>(ImagePath::builtin("DIBOXBCK"), pos);
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}
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CMainMenu::~CMainMenu()
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{
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if(ENGINE->curInt == this)
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ENGINE->curInt = nullptr;
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}
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CMainMenu::~CMainMenu() = default;
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void CMainMenu::playIntroVideos()
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{
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@@ -386,21 +382,11 @@ void CMainMenu::onScreenResize()
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backgroundAroundMenu->pos = pos;
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}
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void CMainMenu::update()
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void CMainMenu::makeActiveInterface()
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{
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if(CMM != this->shared_from_this()) //don't update if you are not a main interface
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return;
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if(ENGINE->windows().count() == 0)
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{
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ENGINE->windows().pushWindow(CMM);
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ENGINE->windows().pushWindow(menu);
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menu->switchToTab(menu->getActiveTab());
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}
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// Handles mouse and key input
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ENGINE->handleEvents();
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ENGINE->windows().simpleRedraw();
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ENGINE->windows().pushWindow(CMM);
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ENGINE->windows().pushWindow(menu);
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menu->switchToTab(menu->getActiveTab());
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}
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void CMainMenu::openLobby(ESelectionScreen screenType, bool host, const std::vector<std::string> & names, ELoadMode loadMode)
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