mirror of
https://github.com/vcmi/vcmi.git
synced 2025-06-17 00:07:41 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
This commit is contained in:
@ -23,7 +23,7 @@
|
||||
#include "../CPlayerInterface.h"
|
||||
#include "../battle/CBattleInterface.h"
|
||||
|
||||
extern std::queue<SDL_Event> events;
|
||||
extern std::queue<SDL_Event> SDLEventsQueue;
|
||||
extern boost::mutex eventsM;
|
||||
|
||||
boost::thread_specific_ptr<bool> inGuiThread;
|
||||
@ -188,18 +188,18 @@ void CGuiHandler::handleEvents()
|
||||
return;
|
||||
|
||||
boost::unique_lock<boost::mutex> lock(eventsM);
|
||||
while(!events.empty())
|
||||
while(!SDLEventsQueue.empty())
|
||||
{
|
||||
continueEventHandling = true;
|
||||
SDL_Event ev = events.front();
|
||||
SDL_Event ev = SDLEventsQueue.front();
|
||||
current = &ev;
|
||||
events.pop();
|
||||
SDLEventsQueue.pop();
|
||||
|
||||
// In a sequence of mouse motion events, skip all but the last one.
|
||||
// This prevents freezes when every motion event takes longer to handle than interval at which
|
||||
// the events arrive (like dragging on the minimap in world view, with redraw at every event)
|
||||
// so that the events would start piling up faster than they can be processed.
|
||||
if ((ev.type == SDL_MOUSEMOTION) && !events.empty() && (events.front().type == SDL_MOUSEMOTION))
|
||||
if ((ev.type == SDL_MOUSEMOTION) && !SDLEventsQueue.empty() && (SDLEventsQueue.front().type == SDL_MOUSEMOTION))
|
||||
continue;
|
||||
|
||||
handleCurrentEvent();
|
||||
|
Reference in New Issue
Block a user