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- first part of CIntObject API clean-up.
- - mostly remove usage of (de)activateSomething functions - - CIntObject's can be safely deleted in active state or without removing from parent first - - Added CWindowObject to use as base of all windows (will be required for such features as shadows) Report any crashes or glitches - it should not cause any issues apart from more console output. TODO: - remove redundant (de)activate and show(All) calls - decrease usage of blitAtLoc\printAtLoc methods - switch all windows to new base
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@ -35,7 +35,7 @@ extern SDL_Surface * screen;
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SpellbookInteractiveArea::SpellbookInteractiveArea(const SDL_Rect & myRect, boost::function<void()> funcL,
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const std::string & textR, boost::function<void()> funcHon, boost::function<void()> funcHoff, CPlayerInterface * _myInt)
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{
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used = LCLICK | RCLICK | HOVER;
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addUsedEvents(LCLICK | RCLICK | HOVER);
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pos = myRect;
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onLeft = funcL;
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textOnRclick = textR;
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@ -216,6 +216,7 @@ CSpellWindow::CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * _myHe
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currentPage = battleSpellsOnly ? LOCPLINT->spellbookSettings.spellbookLastPageBattle : LOCPLINT->spellbookSettings.spellbokLastPageAdvmap;
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vstd::abetween(currentPage, 0, pagesWithinCurrentTab());
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computeSpellsPerArea();
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addUsedEvents(KEYBOARD);
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}
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CSpellWindow::~CSpellWindow()
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@ -460,7 +461,7 @@ void CSpellWindow::computeSpellsPerArea()
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void CSpellWindow::activate()
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{
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activateKeys();
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CIntObject::activate();
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exitBtn->activate();
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battleSpells->activate();
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adventureSpells->activate();
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@ -483,7 +484,7 @@ void CSpellWindow::activate()
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void CSpellWindow::deactivate()
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{
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deactivateKeys();
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CIntObject::deactivate();
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exitBtn->deactivate();
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battleSpells->deactivate();
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adventureSpells->deactivate();
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@ -586,7 +587,7 @@ CSpellWindow::SpellArea::SpellArea(SDL_Rect pos, CSpellWindow * owner)
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{
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this->pos = pos;
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this->owner = owner;
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used = LCLICK | RCLICK | HOVER;
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addUsedEvents(LCLICK | RCLICK | HOVER);
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spellCost = mySpell = whichSchool = schoolLevel = -1;
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}
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