1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

Renamed "Int" -> "Window" in WindowHandler API

This commit is contained in:
Ivan Savenko
2023-05-16 16:20:35 +03:00
parent 051a4a3c17
commit e2ef136003
34 changed files with 180 additions and 181 deletions

View File

@@ -170,16 +170,16 @@ void CPlayerInterface::playerStartsTurn(PlayerColor player)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(GH.windows().findInts<AdventureMapInterface>().empty())
if(GH.windows().findWindows<AdventureMapInterface>().empty())
{
// after map load - remove all active windows and replace them with adventure map
GH.windows().clear();
GH.windows().pushInt(adventureInt);
GH.windows().pushWindow(adventureInt);
}
// remove all dialogs that do not expect query answer
while (GH.windows().topInt() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.windows().topInt().get()))
GH.windows().popInts(1);
while (GH.windows().topWindow() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.windows().topWindow().get()))
GH.windows().popWindows(1);
if (player != playerID && LOCPLINT == this)
{
@@ -247,7 +247,7 @@ void CPlayerInterface::acceptTurn()
{
if (settings["session"]["autoSkip"].Bool())
{
while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.windows().topInt().get()))
while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.windows().topWindow().get()))
iw->close();
}
@@ -441,7 +441,7 @@ void CPlayerInterface::openTownWindow(const CGTownInstance * town)
auto newCastleInt = std::make_shared<CCastleInterface>(town);
GH.windows().pushInt(newCastleInt);
GH.windows().pushWindow(newCastleInt);
}
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
@@ -449,7 +449,7 @@ void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int
EVENT_HANDLER_CALLED_BY_CLIENT;
if (which == 4)
{
if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.windows().topInt().get()))
if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.windows().topWindow().get()))
ctw->setExpToLevel();
}
else
@@ -459,7 +459,7 @@ void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int
void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.windows().topInt().get());
CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.windows().topWindow().get());
if (cuw) //university window is open
{
GH.windows().totalRedraw();
@@ -482,7 +482,7 @@ void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
void CPlayerInterface::receivedResource()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.windows().topInt().get()))
if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.windows().topWindow().get()))
mw->resourceChanged();
GH.windows().totalRedraw();
@@ -493,7 +493,7 @@ void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::Pr
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel);
GH.windows().pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
GH.windows().createAndPushWindow<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
{
cb->selectionMade(selection, queryID);
});
@@ -504,7 +504,7 @@ void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander,
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CCS->soundh->playSound(soundBase::heroNewLevel);
GH.windows().pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
GH.windows().createAndPushWindow<CStackWindow>(commander, skills, [=](ui32 selection)
{
cb->selectionMade(selection, queryID);
});
@@ -540,7 +540,7 @@ void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
castleInt->redraw();
}
for (auto ki : GH.windows().findInts<CKingdomInterface>())
for (auto ki : GH.windows().findWindows<CKingdomInterface>())
{
ki->townChanged(town);
ki->updateGarrisons();
@@ -589,10 +589,10 @@ void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> ob
adventureInt->onTownChanged(town);
}
for (auto cgh : GH.windows().findInts<CGarrisonHolder>())
for (auto cgh : GH.windows().findWindows<CGarrisonHolder>())
cgh->updateGarrisons();
for (auto cmw : GH.windows().findInts<CTradeWindow>())
for (auto cmw : GH.windows().findWindows<CTradeWindow>())
{
if (vstd::contains(objs, cmw->hero))
cmw->garrisonChanged();
@@ -857,7 +857,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
{
cb->selectionMade(selection, queryID);
};
GH.windows().pushInt(wnd);
GH.windows().pushWindow(wnd);
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
// Otherwise NewTurn causes freeze.
waitWhileDialog();
@@ -1057,7 +1057,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
showingDialog->set(true);
stopMovement(); // interrupt movement to show dialog
GH.windows().pushInt(temp);
GH.windows().pushWindow(temp);
}
else
{
@@ -1117,7 +1117,7 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
int charperline = 35;
if (pom.size() > 1)
charperline = 50;
GH.windows().pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
GH.windows().createAndPushWindow<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
intComps[0]->clickLeft(true, false);
}
}
@@ -1166,7 +1166,7 @@ void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component
std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
wnd->onExit = cancelCallback;
GH.windows().pushInt(wnd);
GH.windows().pushWindow(wnd);
}
void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
@@ -1185,7 +1185,7 @@ void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
GH.windows().pushIntT<CHeroWindow>(hero);
GH.windows().createAndPushWindow<CHeroWindow>(hero);
}
void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
@@ -1193,8 +1193,8 @@ void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
EVENT_HANDLER_CALLED_BY_CLIENT;
if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
{
CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.windows().topInt().get());
CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.windows().topInt().get());
CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.windows().topWindow().get());
CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.windows().topWindow().get());
if (fortScreen)
fortScreen->creaturesChangedEventHandler();
@@ -1202,13 +1202,13 @@ void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
castleInterface->creaturesChangedEventHandler();
if (townObj)
for (auto ki : GH.windows().findInts<CKingdomInterface>())
for (auto ki : GH.windows().findWindows<CKingdomInterface>())
ki->townChanged(townObj);
}
else if(town && GH.windows().count() > 0 && (town->ID == Obj::CREATURE_GENERATOR1
|| town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
{
CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.windows().topInt().get());
CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.windows().topWindow().get());
if (crw && crw->dwelling == town)
crw->availableCreaturesChanged();
}
@@ -1276,7 +1276,7 @@ void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHer
auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
cgw->quit->addCallback(onEnd);
GH.windows().pushInt(cgw);
GH.windows().pushWindow(cgw);
}
/**
@@ -1334,7 +1334,7 @@ void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID
void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.windows().pushIntT<CExchangeWindow>(hero1, hero2, query);
GH.windows().createAndPushWindow<CExchangeWindow>(hero1, hero2, query);
}
void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
@@ -1395,7 +1395,7 @@ void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const C
{
LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
};
GH.windows().pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
GH.windows().createAndPushWindow<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
}
void CPlayerInterface::waitWhileDialog(bool unlockPim)
@@ -1418,7 +1418,7 @@ void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
auto state = obj->shipyardStatus();
TResources cost;
obj->getBoatCost(cost);
GH.windows().pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
GH.windows().createAndPushWindow<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
}
void CPlayerInterface::newObject( const CGObjectInstance * obj )
@@ -1511,7 +1511,7 @@ void CPlayerInterface::update()
if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
{
showingDialog->set(true);
GH.windows().pushInt(dialogs.front());
GH.windows().pushWindow(dialogs.front());
dialogs.pop_front();
}
@@ -1586,7 +1586,7 @@ void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResul
if(adventureInt)
{
GH.terminate_cond->setn(true);
GH.windows().popInts(GH.windows().count());
GH.windows().popWindows(GH.windows().count());
adventureInt.reset();
}
}
@@ -1632,7 +1632,7 @@ void CPlayerInterface::showPuzzleMap()
double ratio = 0;
int3 grailPos = cb->getGrailPos(&ratio);
GH.windows().pushIntT<CPuzzleWindow>(grailPos, ratio);
GH.windows().createAndPushWindow<CPuzzleWindow>(grailPos, ratio);
}
void CPlayerInterface::viewWorldMap()
@@ -1644,8 +1644,8 @@ void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellI
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(dynamic_cast<CSpellWindow *>(GH.windows().topInt().get()))
GH.windows().popInts(1);
if(dynamic_cast<CSpellWindow *>(GH.windows().topWindow().get()))
GH.windows().popWindows(1);
if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
localState->erasePath(caster);
@@ -1707,50 +1707,50 @@ void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInsta
EVENT_HANDLER_CALLED_BY_CLIENT;
if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
GH.windows().pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
GH.windows().pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
GH.windows().createAndPushWindow<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
else if(market->allowsTrade(EMarketMode::CREATURE_UNDEAD))
GH.windows().pushIntT<CTransformerWindow>(market, visitor);
GH.windows().createAndPushWindow<CTransformerWindow>(market, visitor);
else if(!market->availableModes().empty())
GH.windows().pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
GH.windows().createAndPushWindow<CMarketplaceWindow>(market, visitor, market->availableModes().front());
}
void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.windows().pushIntT<CUniversityWindow>(visitor, market);
GH.windows().createAndPushWindow<CUniversityWindow>(visitor, market);
}
void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.windows().pushIntT<CHillFortWindow>(visitor, object);
GH.windows().createAndPushWindow<CHillFortWindow>(visitor, object);
}
void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.windows().topInt().get()))
if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.windows().topWindow().get()))
cmw->artifactsChanged(false);
}
void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.windows().pushIntT<CTavernWindow>(townOrTavern);
GH.windows().createAndPushWindow<CTavernWindow>(townOrTavern);
}
void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.windows().pushIntT<CThievesGuildWindow>(obj);
GH.windows().createAndPushWindow<CThievesGuildWindow>(obj);
}
void CPlayerInterface::showQuestLog()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.windows().pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
GH.windows().createAndPushWindow<CQuestLog>(LOCPLINT->cb->getMyQuests());
}
void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
@@ -1802,7 +1802,7 @@ void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
adventureInt->onHeroChanged(hero);
for(auto artWin : GH.windows().findInts<CArtifactHolder>())
for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
artWin->artifactRemoved(al);
waitWhileDialog();
@@ -1823,7 +1823,7 @@ void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const Artifact
redraw = false;
}
for(auto artWin : GH.windows().findInts<CArtifactHolder>())
for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
artWin->artifactMoved(src, dst, redraw);
waitWhileDialog();
@@ -1840,7 +1840,7 @@ void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
adventureInt->onHeroChanged(hero);
for(auto artWin : GH.windows().findInts<CArtifactHolder>())
for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
artWin->artifactAssembled(al);
}
@@ -1850,7 +1850,7 @@ void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
adventureInt->onHeroChanged(hero);
for(auto artWin : GH.windows().findInts<CArtifactHolder>())
for(auto artWin : GH.windows().findWindows<CArtifactHolder>())
artWin->artifactDisassembled(al);
}