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ac66fc7f42
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
1.5 KiB
C++
60 lines
1.5 KiB
C++
/*
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* CScenarioInfoScreen.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 "CScenarioInfoScreen.h"
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#include "OptionsTab.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../widgets/Buttons.h"
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#include "../../CCallback.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/mapping/CMapInfo.h"
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CScenarioInfoScreen::CScenarioInfoScreen()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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localSi = new StartInfo(*LOCPLINT->cb->getStartInfo());
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localMi = new CMapInfo();
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localMi->mapHeader = std::unique_ptr<CMapHeader>(new CMapHeader(*LOCPLINT->cb->getMapHeader()));
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screenType = ESelectionScreen::scenarioInfo;
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card = std::make_shared<InfoCard>();
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opt = std::make_shared<OptionsTab>();
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opt->recActions = UPDATE | SHOWALL;
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opt->recreate();
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card->changeSelection();
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card->iconDifficulty->setSelected(getCurrentDifficulty());
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buttonBack = std::make_shared<CButton>(Point(584, 535), "SCNRBACK.DEF", CGI->generaltexth->zelp[105], std::bind(&CGuiHandler::popIntTotally, &GH, this), SDLK_ESCAPE);
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}
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CScenarioInfoScreen::~CScenarioInfoScreen()
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{
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vstd::clear_pointer(localSi);
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vstd::clear_pointer(localMi);
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}
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const CMapInfo * CScenarioInfoScreen::getMapInfo()
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{
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return localMi;
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}
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const StartInfo * CScenarioInfoScreen::getStartInfo()
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{
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return localSi;
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}
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