Split display.h up
in order to remove the last game_display dependency from the map editor.
This commit is contained in:
parent
9e6ec4300b
commit
9f11735f32
19 changed files with 281 additions and 245 deletions
227
src/display.hpp
227
src/display.hpp
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@ -407,232 +407,5 @@ public:
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void draw(bool update=true,bool force=false);
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};
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class game_display : public display
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{
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public:
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game_display(unit_map& units, CVideo& video,
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const gamemap& map, const gamestatus& status,
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const std::vector<team>& t, const config& theme_cfg,
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const config& cfg, const config& level);
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~game_display();
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static game_display* get_singleton() { return singleton_ ;}
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//new_turn should be called on every new turn, to update
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//lighting settings.
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void new_turn();
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//this will add r,g,b to the colours for all images displayed on
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//the map. Used for special effects like flashes.
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void adjust_colours(int r, int g, int b);
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//scrolls to the leader of a certain side. This will normally
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//be the playing team.
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void scroll_to_leader(unit_map& units, int side);
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// draw for the game display has to know about units
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void draw(bool update=true,bool force=false);
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//function to display a location as selected. If a unit is in
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//the location, and there is no unit in the currently
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//highlighted hex, the unit will be displayed in the sidebar.
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virtual void select_hex(gamemap::location hex);
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//function to highlight a location. If a unit is in the
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//location, it will be displayed in the sidebar. Selection is
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//used when a unit has been clicked on, while highlighting is
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//used when a location has been moused over
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virtual void highlight_hex(gamemap::location hex);
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//sets the paths that are currently displayed as available for the unit
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//to move along. All other paths will be greyed out.
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void highlight_reach(const paths &paths_list);
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//add more paths to highlight. Print numbers where they overlap.
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//Used only by Show Enemy Moves.
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void highlight_another_reach(const paths &paths_list);
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//reset highlighting of paths.
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void unhighlight_reach();
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//sets the route along which footsteps are drawn to show movement of a
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//unit. If NULL, no route is displayed.
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//route does not have to remain valid after being set
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void set_route(const paths::route* route);
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//function to remove a footstep from a specific location
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void remove_footstep(const gamemap::location& loc);
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//function to float a label above a tile
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void float_label(const gamemap::location& loc, const std::string& text,
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int red, int green, int blue);
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public:
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//function to return a footstep for the given location, on screen at
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//pixel co-ordinates (xloc,yloc). A footstep will only be drawn if
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//loc is on the current route set by set_route. Otherwise it will
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//return NULL.
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surface footstep_image(const gamemap::location& loc);
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//draws the movement info (turns available) for a given location
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void draw_movement_info(const gamemap::location& loc);
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//function to invalidate a specific tile for redrawing
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void invalidate(const gamemap::location& loc);
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const gamestatus &get_game_status() { return status_; }
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void draw_report(reports::TYPE report_num);
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//function to invalidate that unit status displayed on the sidebar.
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void invalidate_unit() { invalidateUnit_ = true; }
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private:
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//function to invalidate animated terrains which may have changed.
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void invalidate_animations();
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virtual void draw_minimap_units(int x, int y, int w, int h);
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public:
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//temporarily place a unit on map (moving: can overlap others)
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void place_temporary_unit(unit &u, const gamemap::location& loc);
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void remove_temporary_unit();
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//functions to add and remove overlays from locations. An overlay is an
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//image that is displayed on top of the tile. One tile may have multiple
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//overlays. remove_overlay will remove all overlays on a tile.
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void add_overlay(const gamemap::location& loc, const std::string& image, const std::string& halo="");
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void remove_overlay(const gamemap::location& loc);
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//function to serialize overlay data
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void write_overlays(config& cfg) const;
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//functions used in the editor.
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//void draw_terrain_palette(int x, int y, terrain_type::TERRAIN selected);
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t_translation::t_letter get_terrain_on(int palx, int paly, int x, int y);
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//set_team sets the team controlled by the player using the computer,
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//and it is this team whose data is displayed in the game status.
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//set_playing_team sets the team whose turn it currently is
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void set_team(size_t team);
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void set_playing_team(size_t team);
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const std::vector<team>& get_teams() {return teams_;};
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unit_map& get_units() {return units_;};
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const unit_map& get_const_units() const {return units_;};
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//a debug highlight draws a cross on a tile to emphasize
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//something there. it is used in debug mode, typically to
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//show AI plans.
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static void debug_highlight(const gamemap::location& loc, fixed_t amount);
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static void clear_debug_highlights() { debugHighlights_.clear(); }
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//the viewing team is the team currently viewing the game. The
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//playing team is the team whose turn it is
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size_t viewing_team() const { return currentTeam_; }
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size_t playing_team() const { return activeTeam_; }
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bool team_valid() const { return currentTeam_ < teams_.size(); }
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const std::string current_team_name() const;
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void add_observer(const std::string& name) { observers_.insert(name); }
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void remove_observer(const std::string& name) { observers_.erase(name); }
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const std::set<std::string>& observers() const { return observers_; }
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enum MESSAGE_TYPE { MESSAGE_PUBLIC, MESSAGE_PRIVATE };
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void add_chat_message(const std::string& speaker, int side, const std::string& msg, MESSAGE_TYPE type, bool bell);
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void clear_chat_messages() { prune_chat_messages(true); }
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void begin_game();
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virtual bool in_game() const { return in_game_; }
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void draw_bar(const std::string& image, int xpos, int ypos, size_t height, double filled, const SDL_Color& col, fixed_t alpha);
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private:
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game_display(const game_display&);
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void operator=(const game_display&);
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void zoom_redraw_hook() {energy_bar_rects_.clear();}
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void draw_sidebar();
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void draw_game_status();
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//this surface must be freed by the caller
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surface get_flag(const t_translation::t_letter& terrain, const gamemap::location& loc);
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unit_map& units_;
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unit *temp_unit_;
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gamemap::location temp_unit_loc_;
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//function which finds the start and end rows on the energy bar image
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//where white pixels are substituted for the colour of the energy
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const SDL_Rect& calculate_energy_bar(surface surf);
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std::map<surface,SDL_Rect> energy_bar_rects_;
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paths::route route_;
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const gamestatus& status_;
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const std::vector<team>& teams_;
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void invalidate_route();
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bool invalidateUnit_;
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struct overlay {
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overlay(const std::string& img, const std::string& halo_img,
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int handle) : image(img), halo(halo_img),
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halo_handle(handle) {}
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std::string image;
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std::string halo;
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int halo_handle;
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};
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typedef std::multimap<gamemap::location,overlay> overlay_map;
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overlay_map overlays_;
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size_t currentTeam_, activeTeam_;
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double sidebarScaling_;
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bool first_turn_, in_game_;
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std::set<std::string> observers_;
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struct chat_message
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{
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chat_message(int speaker, int h) : speaker_handle(speaker), handle(h), created_at(SDL_GetTicks())
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{}
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int speaker_handle;
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int handle;
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Uint32 created_at;
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};
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void prune_chat_messages(bool remove_all=false);
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std::vector<chat_message> chat_messages_;
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//if we're transitioning from one time of day to the next,
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//then we will use these two masks on top of all hexes when we blit
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surface tod_hex_mask1, tod_hex_mask2;
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//tiles lit for showing where unit(s) can reach
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typedef std::map<gamemap::location,unsigned int> reach_map;
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reach_map reach_map_;
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reach_map reach_map_old_;
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bool reach_map_changed_;
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void process_reachmap_changes();
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//for debug mode
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static std::map<gamemap::location,fixed_t> debugHighlights_;
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//animated flags for each team
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//
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std::vector<animated<image::locator> > flags_;
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static game_display * singleton_;
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};
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#endif
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@ -1024,7 +1024,7 @@ void map_editor::left_button_down(const int mousex, const int mousey) {
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const gamemap::location& minimap_loc = gui_.minimap_location_on(mousex,mousey);
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const gamemap::location hex = gui_.hex_clicked_on(mousex, mousey);
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if (minimap_loc.valid()) {
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gui_.scroll_to_tile(minimap_loc,game_display::WARP,false);
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gui_.scroll_to_tile(minimap_loc,display::WARP,false);
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}
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else if (key_[SDLK_RSHIFT] || key_[SDLK_LSHIFT]) {
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if (key_[SDLK_RALT] || key_[SDLK_LALT]) {
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@ -1235,7 +1235,7 @@ void map_editor::middle_button_down(const int mousex, const int mousey) {
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const gamemap::location& minimap_loc = gui_.minimap_location_on(mousex,mousey);
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const gamemap::location hex = gui_.hex_clicked_on(mousex, mousey);
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if (minimap_loc.valid()) {
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gui_.scroll_to_tile(minimap_loc,game_display::WARP,false);
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gui_.scroll_to_tile(minimap_loc,display::WARP,false);
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}
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}
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@ -17,7 +17,7 @@
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#include "global.hpp"
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#include "display.hpp"
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#include "game_display.hpp"
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#include "scoped_resource.hpp"
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#include "team.hpp"
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#include "widgets/textbox.hpp"
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@ -21,7 +21,7 @@
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#include "construct_dialog.hpp"
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#include "cursor.hpp"
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#include "dialogs.hpp"
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#include "display.hpp"
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#include "game_display.hpp"
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#include "filesystem.hpp"
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#include "font.hpp"
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#include "game_config.hpp"
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@ -15,7 +15,7 @@
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#include "actions.hpp"
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#include "cursor.hpp"
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#include "display.hpp"
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#include "game_display.hpp"
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#include "events.hpp"
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#include "filesystem.hpp"
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#include "font.hpp"
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263
src/game_display.hpp
Normal file
263
src/game_display.hpp
Normal file
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/* $Id$ */
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/*
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Copyright (C) 2003 by David White <davidnwhite@verizon.net>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#ifndef GAME_DISPLAY_H_INCLUDED
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#define GAME_DISPLAY_H_INCLUDED
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class config;
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class gamestatus;
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class team;
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class unit;
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class unit_map;
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#include "display.hpp"
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#include "image.hpp"
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#include "SDL.h"
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#include <map>
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#include <set>
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#include <string>
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// This needs to be separate from display.h because of the static
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// singleton member, which will otherwise trigger link failure
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// when building the editor.
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class game_display : public display
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{
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public:
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game_display(unit_map& units, CVideo& video,
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const gamemap& map, const gamestatus& status,
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const std::vector<team>& t, const config& theme_cfg,
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const config& cfg, const config& level);
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~game_display();
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static game_display* get_singleton() { return singleton_ ;}
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//new_turn should be called on every new turn, to update
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//lighting settings.
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void new_turn();
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//this will add r,g,b to the colours for all images displayed on
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//the map. Used for special effects like flashes.
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void adjust_colours(int r, int g, int b);
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//scrolls to the leader of a certain side. This will normally
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//be the playing team.
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void scroll_to_leader(unit_map& units, int side);
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// draw for the game display has to know about units
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void draw(bool update=true,bool force=false);
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//function to display a location as selected. If a unit is in
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//the location, and there is no unit in the currently
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//highlighted hex, the unit will be displayed in the sidebar.
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virtual void select_hex(gamemap::location hex);
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//function to highlight a location. If a unit is in the
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//location, it will be displayed in the sidebar. Selection is
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//used when a unit has been clicked on, while highlighting is
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//used when a location has been moused over
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virtual void highlight_hex(gamemap::location hex);
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//sets the paths that are currently displayed as available for the unit
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//to move along. All other paths will be greyed out.
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void highlight_reach(const paths &paths_list);
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//add more paths to highlight. Print numbers where they overlap.
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//Used only by Show Enemy Moves.
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void highlight_another_reach(const paths &paths_list);
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//reset highlighting of paths.
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void unhighlight_reach();
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//sets the route along which footsteps are drawn to show movement of a
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//unit. If NULL, no route is displayed.
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//route does not have to remain valid after being set
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void set_route(const paths::route* route);
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//function to remove a footstep from a specific location
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void remove_footstep(const gamemap::location& loc);
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//function to float a label above a tile
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void float_label(const gamemap::location& loc, const std::string& text,
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int red, int green, int blue);
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public:
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//function to return a footstep for the given location, on screen at
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//pixel co-ordinates (xloc,yloc). A footstep will only be drawn if
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//loc is on the current route set by set_route. Otherwise it will
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//return NULL.
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surface footstep_image(const gamemap::location& loc);
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//draws the movement info (turns available) for a given location
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void draw_movement_info(const gamemap::location& loc);
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//function to invalidate a specific tile for redrawing
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void invalidate(const gamemap::location& loc);
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const gamestatus &get_game_status() { return status_; }
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void draw_report(reports::TYPE report_num);
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//function to invalidate that unit status displayed on the sidebar.
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void invalidate_unit() { invalidateUnit_ = true; }
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private:
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//function to invalidate animated terrains which may have changed.
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void invalidate_animations();
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virtual void draw_minimap_units(int x, int y, int w, int h);
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public:
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//temporarily place a unit on map (moving: can overlap others)
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void place_temporary_unit(unit &u, const gamemap::location& loc);
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void remove_temporary_unit();
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//functions to add and remove overlays from locations. An overlay is an
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//image that is displayed on top of the tile. One tile may have multiple
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//overlays. remove_overlay will remove all overlays on a tile.
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void add_overlay(const gamemap::location& loc, const std::string& image, const std::string& halo="");
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void remove_overlay(const gamemap::location& loc);
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//function to serialize overlay data
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void write_overlays(config& cfg) const;
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//functions used in the editor.
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//void draw_terrain_palette(int x, int y, terrain_type::TERRAIN selected);
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t_translation::t_letter get_terrain_on(int palx, int paly, int x, int y);
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//set_team sets the team controlled by the player using the computer,
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//and it is this team whose data is displayed in the game status.
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//set_playing_team sets the team whose turn it currently is
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void set_team(size_t team);
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void set_playing_team(size_t team);
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const std::vector<team>& get_teams() {return teams_;};
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unit_map& get_units() {return units_;};
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const unit_map& get_const_units() const {return units_;};
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//a debug highlight draws a cross on a tile to emphasize
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//something there. it is used in debug mode, typically to
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//show AI plans.
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static void debug_highlight(const gamemap::location& loc, fixed_t amount);
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static void clear_debug_highlights() { debugHighlights_.clear(); }
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//the viewing team is the team currently viewing the game. The
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//playing team is the team whose turn it is
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size_t viewing_team() const { return currentTeam_; }
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size_t playing_team() const { return activeTeam_; }
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bool team_valid() const { return currentTeam_ < teams_.size(); }
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const std::string current_team_name() const;
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void add_observer(const std::string& name) { observers_.insert(name); }
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void remove_observer(const std::string& name) { observers_.erase(name); }
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const std::set<std::string>& observers() const { return observers_; }
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enum MESSAGE_TYPE { MESSAGE_PUBLIC, MESSAGE_PRIVATE };
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void add_chat_message(const std::string& speaker, int side, const std::string& msg, MESSAGE_TYPE type, bool bell);
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void clear_chat_messages() { prune_chat_messages(true); }
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void begin_game();
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virtual bool in_game() const { return in_game_; }
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void draw_bar(const std::string& image, int xpos, int ypos, size_t height, double filled, const SDL_Color& col, fixed_t alpha);
|
||||
|
||||
private:
|
||||
game_display(const game_display&);
|
||||
void operator=(const game_display&);
|
||||
|
||||
void zoom_redraw_hook() {energy_bar_rects_.clear();}
|
||||
|
||||
void draw_sidebar();
|
||||
void draw_game_status();
|
||||
|
||||
//this surface must be freed by the caller
|
||||
surface get_flag(const t_translation::t_letter& terrain, const gamemap::location& loc);
|
||||
|
||||
unit_map& units_;
|
||||
|
||||
unit *temp_unit_;
|
||||
gamemap::location temp_unit_loc_;
|
||||
|
||||
//function which finds the start and end rows on the energy bar image
|
||||
//where white pixels are substituted for the colour of the energy
|
||||
const SDL_Rect& calculate_energy_bar(surface surf);
|
||||
std::map<surface,SDL_Rect> energy_bar_rects_;
|
||||
|
||||
paths::route route_;
|
||||
|
||||
const gamestatus& status_;
|
||||
|
||||
const std::vector<team>& teams_;
|
||||
|
||||
void invalidate_route();
|
||||
|
||||
bool invalidateUnit_;
|
||||
|
||||
struct overlay {
|
||||
overlay(const std::string& img, const std::string& halo_img,
|
||||
int handle) : image(img), halo(halo_img),
|
||||
halo_handle(handle) {}
|
||||
std::string image;
|
||||
std::string halo;
|
||||
int halo_handle;
|
||||
};
|
||||
|
||||
typedef std::multimap<gamemap::location,overlay> overlay_map;
|
||||
|
||||
overlay_map overlays_;
|
||||
|
||||
size_t currentTeam_, activeTeam_;
|
||||
|
||||
double sidebarScaling_;
|
||||
|
||||
bool first_turn_, in_game_;
|
||||
|
||||
std::set<std::string> observers_;
|
||||
|
||||
struct chat_message
|
||||
{
|
||||
chat_message(int speaker, int h) : speaker_handle(speaker), handle(h), created_at(SDL_GetTicks())
|
||||
{}
|
||||
|
||||
int speaker_handle;
|
||||
int handle;
|
||||
Uint32 created_at;
|
||||
};
|
||||
|
||||
void prune_chat_messages(bool remove_all=false);
|
||||
|
||||
std::vector<chat_message> chat_messages_;
|
||||
|
||||
//if we're transitioning from one time of day to the next,
|
||||
//then we will use these two masks on top of all hexes when we blit
|
||||
surface tod_hex_mask1, tod_hex_mask2;
|
||||
|
||||
//tiles lit for showing where unit(s) can reach
|
||||
typedef std::map<gamemap::location,unsigned int> reach_map;
|
||||
reach_map reach_map_;
|
||||
reach_map reach_map_old_;
|
||||
bool reach_map_changed_;
|
||||
void process_reachmap_changes();
|
||||
|
||||
//for debug mode
|
||||
static std::map<gamemap::location,fixed_t> debugHighlights_;
|
||||
|
||||
//animated flags for each team
|
||||
//
|
||||
std::vector<animated<image::locator> > flags_;
|
||||
|
||||
static game_display * singleton_;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -14,7 +14,7 @@
|
|||
#include "global.hpp"
|
||||
#include "actions.hpp"
|
||||
#include "construct_dialog.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "dialogs.hpp"
|
||||
#include "game_errors.hpp"
|
||||
#include "game_events.hpp"
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
#include "global.hpp"
|
||||
|
||||
#include "dialogs.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "game_config.hpp"
|
||||
#include "game_errors.hpp"
|
||||
#include "game_events.hpp"
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
#include "global.hpp"
|
||||
|
||||
#include "actions.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "pathfind.hpp"
|
||||
#include "unit_map.hpp"
|
||||
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
|
||||
#include <memory>
|
||||
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "gettext.hpp"
|
||||
#include "image.hpp"
|
||||
#include "construct_dialog.hpp"
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
#include "global.hpp"
|
||||
|
||||
#include "construct_dialog.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "font.hpp"
|
||||
#include "gettext.hpp"
|
||||
#include "game_config.hpp"
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
|
||||
#include "global.hpp"
|
||||
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "game_events.hpp"
|
||||
#include "gettext.hpp"
|
||||
#include "log.hpp"
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
#include "playturn.hpp"
|
||||
|
||||
#include "config.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "game_config.hpp"
|
||||
#include "gamestatus.hpp"
|
||||
#include "gettext.hpp"
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
#include "actions.hpp"
|
||||
#include "ai_interface.hpp"
|
||||
#include "dialogs.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "filesystem.hpp"
|
||||
#include "game_config.hpp"
|
||||
#include "game_events.hpp"
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
#include "config.hpp"
|
||||
#include "construct_dialog.hpp"
|
||||
#include "cursor.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "events.hpp"
|
||||
#include "filesystem.hpp"
|
||||
#include "game_config.hpp"
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
#include "wassert.hpp"
|
||||
#include "serialization/string_utils.hpp"
|
||||
#include "halo.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "gamestatus.hpp"
|
||||
#include "actions.hpp"
|
||||
#include "game_events.hpp"
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
#include "global.hpp"
|
||||
|
||||
#include "color_range.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "game_config.hpp"
|
||||
#include "gettext.hpp"
|
||||
#include "log.hpp"
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
#include "global.hpp"
|
||||
|
||||
#include "actions.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
#include "events.hpp"
|
||||
#include "game_config.hpp"
|
||||
#include "gamestatus.hpp"
|
||||
|
|
|
@ -22,7 +22,7 @@
|
|||
#include "wassert.hpp"
|
||||
#include "serialization/string_utils.hpp"
|
||||
#include "color_range.hpp"
|
||||
#include "display.hpp"
|
||||
#include "game_display.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdlib>
|
||||
|
|
Loading…
Add table
Reference in a new issue