Small refactoring step; hide the guts of what the display code uses...
...for announcements.
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parent
505e760245
commit
946203ac8f
3 changed files with 19 additions and 7 deletions
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@ -2027,10 +2027,8 @@ size_t move_unit(display* disp, const game_data& gamedata,
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if(discovered_unit) {
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if (ambushed_string.empty())
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ambushed_string = _("Ambushed!");
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//we've been ambushed, so display an appropriate message
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font::add_floating_label(ambushed_string,font::SIZE_XLARGE,font::BAD_COLOUR,
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disp->map_area().w/2,disp->map_area().h/3,
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0.0,0.0,100,disp->map_area(),font::CENTER_ALIGN);
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//we've been ambushed, display an appropriate message
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disp->announce(ambushed_string, font::BAD_COLOUR);
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}
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if(continue_move == false && seen_units.empty() == false) {
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@ -2089,9 +2087,7 @@ size_t move_unit(display* disp, const game_data& gamedata,
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}
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}
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font::add_floating_label(message,font::SIZE_XLARGE,msg_colour,
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disp->map_area().w/2,disp->map_area().h/3,
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0.0,0.0,100,disp->map_area(),font::CENTER_ALIGN);
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disp->announce(message, msg_colour);
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}
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disp->draw();
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@ -2692,4 +2692,16 @@ void display::remove_highlighted_loc(const gamemap::location &hex)
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}
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}
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void display::announce(const std::string message, const SDL_Color& colour)
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{
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font::add_floating_label(message,
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font::SIZE_XLARGE,
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colour,
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map_area().w/2,
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map_area().h/3,
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0.0,0.0,100,
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map_area(),
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font::CENTER_ALIGN);
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}
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display *display::singleton_ = NULL;
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@ -420,6 +420,10 @@ public:
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void remove_highlighted_loc(const gamemap::location &hex);
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// Announce a message prominently
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void announce(const std::string msg,
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const SDL_Color& colour = font::GOOD_COLOUR);
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void begin_game();
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bool in_game() const { return in_game_; }
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