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vcmi/client/mainmenu/CreditsScreen.cpp
Arseniy Shestakov ac66fc7f42 Full rework of pre-game interface and networking
New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.

TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00

60 lines
1.6 KiB
C++

/*
* CreditsScreen.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CreditsScreen.h"
#include "../mainmenu/CMainMenu.h"
#include "../gui/CGuiHandler.h"
#include "../widgets/TextControls.h"
#include "../widgets/ObjectLists.h"
#include "../../lib/filesystem/Filesystem.h"
CreditsScreen::CreditsScreen()
: positionCounter(0)
{
addUsedEvents(LCLICK | RCLICK);
type |= REDRAW_PARENT;
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
pos.w = CMM->menu->pos.w;
pos.h = CMM->menu->pos.h;
auto textFile = CResourceHandler::get()->load(ResourceID("DATA/CREDITS.TXT"))->readAll();
std::string text((char *)textFile.first.get(), textFile.second);
size_t firstQuote = text.find('\"') + 1;
text = text.substr(firstQuote, text.find('\"', firstQuote) - firstQuote);
credits = std::make_shared<CMultiLineLabel>(Rect(pos.w - 350, 0, 350, 600), FONT_CREDITS, CENTER, Colors::WHITE, text);
credits->scrollTextTo(-600); // move all text below the screen
}
void CreditsScreen::show(SDL_Surface * to)
{
CIntObject::show(to);
positionCounter++;
if(positionCounter % 2 == 0)
credits->scrollTextBy(1);
//end of credits, close this screen
if(credits->textSize.y + 600 < positionCounter / 2)
clickRight(false, false);
}
void CreditsScreen::clickLeft(tribool down, bool previousState)
{
clickRight(down, previousState);
}
void CreditsScreen::clickRight(tribool down, bool previousState)
{
CTabbedInt * menu = dynamic_cast<CTabbedInt *>(parent);
assert(menu);
menu->setActive(0);
}