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vcmi/client/lobby/CScenarioInfoScreen.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
1.5 KiB
C++

/*
* CScenarioInfoScreen.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 "CScenarioInfoScreen.h"
#include "OptionsTab.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CGuiHandler.h"
#include "../widgets/Buttons.h"
#include "../../CCallback.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/StartInfo.h"
#include "../../lib/mapping/CMapInfo.h"
CScenarioInfoScreen::CScenarioInfoScreen()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
localSi = new StartInfo(*LOCPLINT->cb->getStartInfo());
localMi = new CMapInfo();
localMi->mapHeader = std::unique_ptr<CMapHeader>(new CMapHeader(*LOCPLINT->cb->getMapHeader()));
screenType = ESelectionScreen::scenarioInfo;
card = std::make_shared<InfoCard>();
opt = std::make_shared<OptionsTab>();
opt->recActions = UPDATE | SHOWALL;
opt->recreate();
card->changeSelection();
card->iconDifficulty->setSelected(getCurrentDifficulty());
buttonBack = std::make_shared<CButton>(Point(584, 535), "SCNRBACK.DEF", CGI->generaltexth->zelp[105], std::bind(&CGuiHandler::popIntTotally, &GH, this), SDLK_ESCAPE);
}
CScenarioInfoScreen::~CScenarioInfoScreen()
{
vstd::clear_pointer(localSi);
vstd::clear_pointer(localMi);
}
const CMapInfo * CScenarioInfoScreen::getMapInfo()
{
return localMi;
}
const StartInfo * CScenarioInfoScreen::getStartInfo()
{
return localSi;
}