Strip trailing whitespace.
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579c62e1a3
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b06e17931a
11 changed files with 47 additions and 47 deletions
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@ -2688,7 +2688,7 @@ void apply_shroud_changes(undo_list &undos, int side)
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//Doing it not is also problematic since any units there gets replaced with the
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//temp_unit for the cause of that loop step - we'll see
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//if (*step != unit_itor->get_location() && units.find(*step) != units.end()) continue;
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// We have to swap out any unit that is already in the hex,
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// so we can put our unit there, then we'll swap back at the end.
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const temporary_unit_placer unit_placer(units, *step, temp_unit);
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@ -1879,7 +1879,7 @@ void display::redraw_everything()
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foreach (boost::function<void(display&)> f, redraw_observers_) {
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f(*this);
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}
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complete_redraw_event_.notify_observers();
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}
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@ -417,7 +417,7 @@ public:
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/** Expose the event, so observers can be notified about map scrolling. */
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events::generic_event &scroll_event() const { return scroll_event_; }
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events::generic_event& complete_redraw_event() { return complete_redraw_event_; }
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/** Check if a tile is fully visible on screen. */
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@ -561,7 +561,7 @@ protected:
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/** Event raised when the map is being scrolled */
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mutable events::generic_event scroll_event_;
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/**
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* notify observers that the screen has been redrawn completely
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* atm this is used for replay_controller to add replay controls to the standard theme
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@ -45,12 +45,12 @@ namespace editor {
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* Include in the brushall hexes that are this or closer to the center
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* of the brush, excluding the (0,0) point. $
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* [relative] & node & 1 & & Include in the brush a single hex with
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* coordinates relative from the center of the brush. $
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* coordinates relative from the center of the brush. $
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*
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* @begin{description}{wml_reference}
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* x & int & 0 & & The relative x coordinate. $
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* y & int & 0 & & The relative y coordinate. $
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* @end{description}
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* @end{description}
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*
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* @end{description}
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* A brush that has neither a radius nor any [relative] hexes will be empty
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@ -374,9 +374,9 @@ build_event_chain<tsignal_notification_function>(
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* assumption might change, but is valid for now. The function doesn't build an
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* event chain from @p dispatcher to @p widget but from @p widget to its
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* toplevel item (the first one without a parent) which we call @p window.
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*
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*
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* @pre dispatcher == widget
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*
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*
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* @returns The list of widgets with a handler.
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* The order will be (assuming all have a
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* handler):
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@ -57,7 +57,7 @@ namespace { \
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/**
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* Registers a window for a dialog.
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*
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*
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* Call this function to register a window. In the header of the class it adds
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* the following code:
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*@code
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@ -112,7 +112,7 @@ type::window_id() const \
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*
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* The 'in + out parameters' are used as initial value and final value when the
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* OK button is pressed. The 'in parameters' are just extra parameters for
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* showing.
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* showing.
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*
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* When a function only has 'in parameters' it should return a void value and
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* the function should be called @p display, if it has 'in + out parameters' it
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@ -426,7 +426,7 @@ private:
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};
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/**
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* The mode in which the window is shown.
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* The mode in which the window is shown.
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*
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* This is used to determine whether or not to remove the tip.
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*/
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@ -760,7 +760,7 @@ lobby::lobby(game_display& disp, const config& cfg, chat& c, config& gamelist) :
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friends_in_game_.set_check(preferences::fi_friends_in_game());
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friends_in_game_.set_help_string(_("Only show games that are played or observed by at least one of your friends"));
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friends_in_game_.enable(apply_filter_.checked());
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filter_label_.enable(apply_filter_.checked());
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filter_text_.set_text(search_string_);
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@ -518,7 +518,7 @@ void play_controller::init_side(const unsigned int team_index, bool is_replay){
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team& current_team = teams_[team_index];
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mouse_handler_.set_side(team_index + 1);
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// If we are observers we move to watch next team if it is allowed
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if (is_observer()
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&& !current_team.get_disallow_observers()) {
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@ -112,7 +112,7 @@ void replay_controller::init_gui(){
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for(std::vector<team>::iterator t = teams_.begin(); t != teams_.end(); ++t) {
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t->reset_objectives_changed();
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}
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buttons_.update(gui_);
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}
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@ -146,29 +146,29 @@ void replay_controller::replay_buttons_wrapper::update(boost::scoped_ptr<game_di
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reset_button_ = gui_->find_button("button-resetreplay");
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play_turn_button_ = gui_->find_button("button-nextturn");
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play_side_button_ = gui_->find_button("button-nextside");
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//check if we have all buttons - if someone messed with theme then some buttons may be missing
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//if any of the buttons is missing, we just disable every one
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if( !play_button_ || !stop_button_ || !reset_button_ || !play_turn_button_ || !play_side_button_ ) {
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is_valid_ = false;
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if( play_button_ ) {
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play_button_->enable(false);
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}
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if( stop_button_ ) {
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stop_button_->enable(false);
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}
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if( reset_button_ ) {
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reset_button_->enable(false);
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}
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if( play_turn_button_ ) {
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play_turn_button_->enable(false);
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}
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if( play_side_button_ ) {
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play_side_button_->enable(false);
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}
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@ -177,28 +177,28 @@ void replay_controller::replay_buttons_wrapper::update(boost::scoped_ptr<game_di
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}
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}
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void replay_controller::replay_buttons_wrapper::playback_should_start()
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void replay_controller::replay_buttons_wrapper::playback_should_start()
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{
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if( !is_valid_ )
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return;
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play_button_->enable(false);
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reset_button_->enable(false);
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play_turn_button_->enable(false);
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play_side_button_->enable(false);
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}
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void replay_controller::replay_buttons_wrapper::playback_should_stop(bool is_playing)
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void replay_controller::replay_buttons_wrapper::playback_should_stop(bool is_playing)
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{
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if( !is_valid_)
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return;
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if( !recorder.at_end() ) {
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play_button_->enable(true);
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reset_button_->enable(true);
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play_turn_button_->enable(true);
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play_side_button_->enable(true);
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play_button_->release();
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play_turn_button_->release();
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play_side_button_->release();
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@ -206,18 +206,18 @@ void replay_controller::replay_buttons_wrapper::playback_should_stop(bool is_pla
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reset_button_->enable(true);
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stop_button_->enable(false);
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}
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if( !is_playing ) {
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//user interrupted
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stop_button_->release();
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}
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}
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}
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void replay_controller::replay_buttons_wrapper::reset_buttons()
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void replay_controller::replay_buttons_wrapper::reset_buttons()
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{
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if( !is_valid_ )
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return;
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play_button_->enable(true);
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stop_button_->enable(true);
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reset_button_->enable(true);
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@ -263,7 +263,7 @@ void replay_controller::reset_replay(){
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init_gui();
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fire_start(true);
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update_gui();
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buttons_.reset_buttons();
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}
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@ -273,21 +273,21 @@ void replay_controller::stop_replay(){
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void replay_controller::replay_next_turn(){
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is_playing_ = true;
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buttons_.playback_should_start();
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buttons_.playback_should_start();
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play_turn();
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if (!skip_replay_ || !is_playing_){
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gui_->scroll_to_leader(units_, player_number_,game_display::ONSCREEN,false);
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}
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buttons_.playback_should_stop(is_playing_);
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}
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void replay_controller::replay_next_side(){
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is_playing_ = true;
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buttons_.playback_should_start();
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play_side(player_number_ - 1, false);
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if (!skip_replay_ || !is_playing_) {
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@ -351,7 +351,7 @@ void replay_controller::play_replay(){
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for(; !recorder.at_end() && is_playing_; first_player_ = 1) {
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play_turn();
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}
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if (!is_playing_) {
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gui_->scroll_to_leader(units_, player_number_,game_display::ONSCREEN,false);
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}
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@ -359,7 +359,7 @@ void replay_controller::play_replay(){
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catch(end_level_exception& e){
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if (e.result == QUIT) throw;
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}
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buttons_.playback_should_stop(is_playing_);
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}
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@ -439,9 +439,9 @@ void replay_controller::update_teams(){
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} else {
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gui_->set_team(show_team_ - 1, show_everything_);
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}
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::clear_shroud(next_team);
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gui_->set_playing_team(next_team - 1);
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gui_->invalidate_all();
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}
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@ -464,12 +464,12 @@ void replay_controller::show_statistics(){
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}
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void replay_controller::handle_generic_event(const std::string& name){
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if( name == "completely_redrawn" ) {
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buttons_.update(gui_);
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gui::button* skip_animation_button = gui_->find_button("skip-animation");
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skip_animation_button->set_check(skip_replay_);
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} else {
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rebuild_replay_theme();
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@ -77,12 +77,12 @@ private:
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bool show_everything_;
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unsigned int show_team_;
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class replay_buttons_wrapper {
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bool is_valid_;
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public:
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replay_buttons_wrapper()
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: is_valid_(false)
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@ -93,7 +93,7 @@ private:
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, play_side_button_(NULL)
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{
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}
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gui::button* play_button_;
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gui::button* stop_button_;
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gui::button* reset_button_;
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@ -106,7 +106,7 @@ private:
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void reset_buttons();
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};
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replay_buttons_wrapper buttons_;
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};
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