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https://github.com/vcmi/vcmi.git
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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.
32 lines
803 B
C++
32 lines
803 B
C++
/*
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* CPrologEpilogVideo.h, 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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#pragma once
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#include "../windows/CWindowObject.h"
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#include "../../lib/mapping/CCampaignHandler.h"
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class CMultiLineLabel;
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class SDL_Surface;
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class CPrologEpilogVideo : public CWindowObject
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{
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CCampaignScenario::SScenarioPrologEpilog spe;
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int positionCounter;
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int voiceSoundHandle;
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std::function<void()> exitCb;
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std::shared_ptr<CMultiLineLabel> text;
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public:
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CPrologEpilogVideo(CCampaignScenario::SScenarioPrologEpilog _spe, std::function<void()> callback);
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void clickLeft(tribool down, bool previousState) override;
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void show(SDL_Surface * to) override;
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};
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