Code simplification suggested by Sapient.
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88300e148b
commit
100c9bbefb
2 changed files with 3 additions and 10 deletions
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@ -477,13 +477,10 @@ namespace events{
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try {
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recorder.save_game(label, snapshot, gamestate_.starting_pos);
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if(dialog_type != gui::NULL_DIALOG) {
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dialogs::message_dialog to_show(*gui_,_("Saved"),_("The game has been saved"));
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to_show.layout();
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to_show.show_min_duration(dialogs::three_blinks);
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dialogs::message_dialog(*gui_,_("Saved"),_("The game has been saved")).show_min_duration(dialogs::three_blinks);
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}
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} catch(game::save_game_failed&) {
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dialogs::message_dialog to_show(*gui_,_("Error"),_("The game could not be saved"));
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to_show.layout();
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to_show.show_min_duration(dialogs::three_blinks);
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//do not bother retrying, since the user can just try to save the game again
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};
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@ -615,9 +612,7 @@ namespace events{
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recorder.save_game(label + "-" + _("Auto-Save") + lexical_cast<std::string>(turn), snapshot, starting_pos);
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}
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} catch(game::save_game_failed&) {
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dialogs::message_dialog to_show(*gui_,"",_("Could not auto save the game. Please save the game manually."));
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to_show.layout();
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to_show.show_min_duration(dialogs::three_blinks);
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dialogs::message_dialog(*gui_,"",_("Could not auto save the game. Please save the game manually.")).show_min_duration(dialogs::three_blinks);
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//do not bother retrying, since the user can just save the game
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}
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end = SDL_GetTicks();
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@ -727,7 +722,6 @@ namespace events{
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if(sample_units.empty()) {
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dialogs::message_dialog to_show(*gui_,"",_("You have no units available to recruit."));
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to_show.layout();
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to_show.show_min_duration(dialogs::three_blinks);
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return;
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}
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@ -1875,7 +1869,6 @@ namespace events{
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}
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} else if(game_config::debug && cmd == "show_var") {
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dialogs::message_dialog to_show(*gui_,"",gamestate_.get_variable(data));
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to_show.layout();
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to_show.show_min_duration(dialogs::three_blinks);
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} else if(game_config::debug && cmd == "unit") {
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const unit_map::iterator i = current_unit(mousehandler);
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@ -291,7 +291,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(const std::vector<config*>& st
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title = _("Scenario Report");
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} else {
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title = _("Victory");
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report << _("You have emerged victorious!") << "\n";
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report << _("You have emerged victorious!") << "\n~\n";
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}
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if (gamestate_.players.size() > 0 &&
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(has_next_scenario ||
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