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