add reset_display function to manager, pump (allows late binding)
This makes it possible to move the game_events manager to the game_state and construct it before the game_display.
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4 changed files with 16 additions and 0 deletions
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@ -241,4 +241,10 @@ game_events::t_pump & manager::pump()
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return *pump_;
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}
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void manager::reset_display(game_display * gd)
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{
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resources_.screen = gd;
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pump_->reset_display(gd);
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}
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} //end namespace game_events
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@ -134,6 +134,8 @@ namespace game_events {
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void write_events(config& cfg);
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game_events::t_pump & pump();
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void reset_display(game_display *);
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};
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}
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@ -609,6 +609,11 @@ size_t t_pump::wml_tracking()
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return impl_->internal_wml_tracking;
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}
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void t_pump::reset_display(game_display * gd)
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{
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impl_->resources.screen = gd;
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}
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t_pump::t_pump(manager & man, const t_context & res)
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: impl_(new pump_impl(man, res))
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{}
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@ -36,6 +36,7 @@
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#include<string>
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#include<sstream>
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class game_display;
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class vconfig;
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namespace lg { class logger; }
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@ -106,6 +107,8 @@ namespace game_events
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*/
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size_t wml_tracking();
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void reset_display(game_display *);
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private:
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bool filter_event(const event_handler& handler, const queued_event& ev);
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