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Changes according to review
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@@ -347,7 +347,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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if (!hero)
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return;
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movementController->heroMoved(hero, details);
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movementController->onTryMoveHero(hero, details);
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}
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void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
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@@ -937,7 +937,7 @@ void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &t
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adventureInt->showInfoBoxMessage(components, text, timer);
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// abort movement, if any. Strictly speaking unnecessary, but prevents some edge cases, like movement sound on visiting Magi Hut with "show messages in status window" on
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movementController->movementAbortRequested();
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movementController->requestMovementAbort();
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if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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@@ -984,7 +984,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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{
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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showingDialog->set(true);
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movementController->movementAbortRequested(); // interrupt movement to show dialog
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movementController->requestMovementAbort(); // interrupt movement to show dialog
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GH.windows().pushWindow(temp);
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}
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else
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@@ -1007,7 +1007,7 @@ void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<vo
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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movementController->movementAbortRequested();
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movementController->requestMovementAbort();
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LOCPLINT->showingDialog->setn(true);
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CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
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}
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@@ -1017,7 +1017,7 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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movementController->movementAbortRequested();
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movementController->requestMovementAbort();
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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if (!selection && cancel) //simple yes/no dialog
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@@ -1182,7 +1182,7 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
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if (localState->isHeroSleeping(h))
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localState->setHeroAwaken(h);
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movementController->movementStartRequested(h, path);
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movementController->requestMovementStart(h, path);
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}
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void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
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