rename ambiguous "game_controller" to "game_launcher"
Minor change but helps to reduce the overuse / misuse of the term "controller" in key class names in the project.
This commit is contained in:
parent
da41bf9968
commit
b4d6a254bf
8 changed files with 55 additions and 55 deletions
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@ -338,8 +338,6 @@
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<Unit filename="..\..\src\game_config.hpp" />
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<Unit filename="..\..\src\game_config_manager.cpp" />
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<Unit filename="..\..\src\game_config_manager.hpp" />
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<Unit filename="..\..\src\game_controller.cpp" />
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<Unit filename="..\..\src\game_controller.hpp" />
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<Unit filename="..\..\src\game_data.cpp" />
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<Unit filename="..\..\src\game_data.hpp" />
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<Unit filename="..\..\src\game_display.cpp" />
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@ -362,6 +360,8 @@
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<Unit filename="..\..\src\game_events\pump.hpp" />
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<Unit filename="..\..\src\game_events\wmi_container.cpp" />
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<Unit filename="..\..\src\game_events\wmi_container.hpp" />
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<Unit filename="..\..\src\game_launcher.cpp" />
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<Unit filename="..\..\src\game_launcher.hpp" />
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<Unit filename="..\..\src\game_preferences.cpp" />
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<Unit filename="..\..\src\game_preferences.hpp" />
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<Unit filename="..\..\src\game_preferences_display.cpp" />
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@ -20284,14 +20284,6 @@
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RelativePath="..\..\src\game_config_manager.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\game_controller.cpp"
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>
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</File>
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<File
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RelativePath="..\..\src\game_controller.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\game_data.cpp"
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>
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@ -20324,6 +20316,14 @@
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RelativePath="..\..\src\game_errors.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\game_launcher.cpp"
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>
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</File>
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<File
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RelativePath="..\..\src\game_launcher.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\game_preferences.cpp"
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>
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@ -743,7 +743,6 @@ set(wesnoth-main_SRC
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game_board.cpp
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game_classification.cpp
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game_config_manager.cpp
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game_controller.cpp
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game_data.cpp
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game_display.cpp
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game_errors.cpp
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@ -754,6 +753,7 @@ set(wesnoth-main_SRC
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game_events/menu_item.cpp
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game_events/pump.cpp
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game_events/wmi_container.cpp
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game_launcher.cpp
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game_preferences.cpp
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game_preferences_display.cpp
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game_state.cpp
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@ -276,7 +276,6 @@ wesnoth_sources = Split("""
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game_board.cpp
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game_classification.cpp
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game_config_manager.cpp
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game_controller.cpp
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game_data.cpp
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game_display.cpp
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game_errors.cpp
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@ -287,6 +286,7 @@ wesnoth_sources = Split("""
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game_events/menu_item.cpp
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game_events/pump.cpp
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game_events/wmi_container.cpp
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game_launcher.cpp
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game_preferences.cpp
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game_state.cpp
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gui/auxiliary/canvas.cpp
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@ -282,7 +282,7 @@ public:
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/// Explicit freeing of class static resources.
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/// Must not be called if any instances of this class exist.
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/// Should be called if the display goes out of scope.
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/// (Currently called by ~game_controller.)
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/// (Currently called by ~game_launcher.)
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static void delete_empty_menu() { delete empty_menu; empty_menu = NULL; }
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protected:
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@ -12,7 +12,7 @@
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See the COPYING file for more details.
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*/
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#include "game_controller.hpp"
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#include "game_launcher.hpp"
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#include "global.hpp" // for false_, bool_
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#include "about.hpp" //for show_about
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@ -100,7 +100,7 @@ static bool less_campaigns_rank(const config &a, const config &b) {
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return a["rank"].to_int(1000) < b["rank"].to_int(1000);
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}
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game_controller::game_controller(const commandline_options& cmdline_opts, const char *appname) :
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game_launcher::game_launcher(const commandline_options& cmdline_opts, const char *appname) :
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cmdline_opts_(cmdline_opts),
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disp_(NULL),
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video_(),
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@ -307,7 +307,7 @@ game_controller::game_controller(const commandline_options& cmdline_opts, const
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}
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}
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game_display& game_controller::disp()
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game_display& game_launcher::disp()
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{
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if(disp_.get() == NULL) {
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if(get_video_surface() == NULL) {
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@ -318,7 +318,7 @@ game_display& game_controller::disp()
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return *disp_.get();
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}
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bool game_controller::init_joystick()
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bool game_launcher::init_joystick()
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{
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if (!preferences::joystick_support_enabled())
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return false;
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@ -341,7 +341,7 @@ bool game_controller::init_joystick()
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return joystick_found;
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}
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bool game_controller::init_language()
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bool game_launcher::init_language()
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{
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if(!::load_language_list())
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return false;
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@ -367,7 +367,7 @@ bool game_controller::init_language()
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return true;
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}
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bool game_controller::init_video()
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bool game_launcher::init_video()
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{
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if(cmdline_opts_.nogui || cmdline_opts_.headless_unit_test) {
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if( !(cmdline_opts_.multiplayer || cmdline_opts_.screenshot || cmdline_opts_.headless_unit_test) ) {
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@ -442,7 +442,7 @@ bool game_controller::init_video()
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return true;
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}
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bool game_controller::play_test()
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bool game_launcher::play_test()
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{
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static bool first_time = true;
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@ -471,7 +471,7 @@ bool game_controller::play_test()
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}
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// Same as play_test except that we return the results of play_game.
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int game_controller::unit_test()
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int game_launcher::unit_test()
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{
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static bool first_time_unit = true;
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@ -546,7 +546,7 @@ int game_controller::unit_test()
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return 0; //we passed, huzzah!
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}
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bool game_controller::play_screenshot_mode()
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bool game_launcher::play_screenshot_mode()
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{
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if(!cmdline_opts_.screenshot) {
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return true;
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@ -561,12 +561,12 @@ bool game_controller::play_screenshot_mode()
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return false;
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}
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bool game_controller::is_loading() const
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bool game_launcher::is_loading() const
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{
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return !game::load_game_exception::game.empty();
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}
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bool game_controller::load_game()
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bool game_launcher::load_game()
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{
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savegame::loadgame load(disp(), resources::config_manager->game_config(),
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state_);
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@ -670,7 +670,7 @@ bool game_controller::load_game()
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return true;
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}
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void game_controller::set_tutorial()
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void game_launcher::set_tutorial()
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{
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state_ = saved_game();
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state_.classification().campaign_type = game_classification::TUTORIAL;
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@ -678,14 +678,14 @@ void game_controller::set_tutorial()
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state_.classification().campaign_define = "TUTORIAL";
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}
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void game_controller::mark_completed_campaigns(std::vector<config> &campaigns)
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void game_launcher::mark_completed_campaigns(std::vector<config> &campaigns)
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{
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BOOST_FOREACH(config &campaign, campaigns) {
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campaign["completed"] = preferences::is_campaign_completed(campaign["id"]);
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}
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}
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bool game_controller::new_campaign()
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bool game_launcher::new_campaign()
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{
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state_ = saved_game();
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state_.classification().campaign_type = game_classification::SCENARIO;
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@ -828,17 +828,17 @@ bool game_controller::new_campaign()
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return true;
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}
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std::string game_controller::jump_to_campaign_id() const
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std::string game_launcher::jump_to_campaign_id() const
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{
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return jump_to_campaign_.campaign_id_;
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}
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bool game_controller::goto_campaign()
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bool game_launcher::goto_campaign()
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{
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if(jump_to_campaign_.jump_){
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if(new_campaign()) {
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jump_to_campaign_.jump_ = false;
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launch_game(game_controller::RELOAD_DATA);
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launch_game(game_launcher::RELOAD_DATA);
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}else{
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jump_to_campaign_.jump_ = false;
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return false;
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@ -847,7 +847,7 @@ bool game_controller::goto_campaign()
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return true;
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}
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bool game_controller::goto_multiplayer()
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bool game_launcher::goto_multiplayer()
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{
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if(jump_to_multiplayer_){
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jump_to_multiplayer_ = false;
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@ -860,7 +860,7 @@ bool game_controller::goto_multiplayer()
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return true;
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}
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bool game_controller::goto_editor()
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bool game_launcher::goto_editor()
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{
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if(jump_to_editor_){
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jump_to_editor_ = false;
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@ -874,7 +874,7 @@ bool game_controller::goto_editor()
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return true;
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}
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void game_controller::start_wesnothd()
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void game_launcher::start_wesnothd()
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{
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const std::string wesnothd_program =
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preferences::get_mp_server_program_name().empty() ?
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@ -905,7 +905,7 @@ void game_controller::start_wesnothd()
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throw game::mp_server_error("Starting MP server failed!");
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}
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bool game_controller::play_multiplayer()
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bool game_launcher::play_multiplayer()
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{
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int res;
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@ -1021,7 +1021,7 @@ bool game_controller::play_multiplayer()
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return false;
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}
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bool game_controller::play_multiplayer_commandline()
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bool game_launcher::play_multiplayer_commandline()
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{
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if(!cmdline_opts_.multiplayer) {
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return true;
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@ -1045,7 +1045,7 @@ bool game_controller::play_multiplayer_commandline()
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return false;
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}
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bool game_controller::change_language()
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bool game_launcher::change_language()
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{
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gui2::tlanguage_selection dlg;
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dlg.show(disp().video());
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@ -1064,7 +1064,7 @@ bool game_controller::change_language()
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return true;
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}
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void game_controller::show_preferences()
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void game_launcher::show_preferences()
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{
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const preferences::display_manager disp_manager(&disp());
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preferences::show_preferences_dialog(disp(),
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@ -1073,7 +1073,7 @@ void game_controller::show_preferences()
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disp().redraw_everything();
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}
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void game_controller::launch_game(RELOAD_GAME_DATA reload)
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void game_launcher::launch_game(RELOAD_GAME_DATA reload)
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{
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loadscreen::global_loadscreen_manager loadscreen_manager(disp().video());
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loadscreen::start_stage("load data");
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@ -1107,7 +1107,7 @@ void game_controller::launch_game(RELOAD_GAME_DATA reload)
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}
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}
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void game_controller::play_replay()
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void game_launcher::play_replay()
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{
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try {
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::play_replay(disp(),state_,resources::config_manager->game_config(),
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@ -1121,7 +1121,7 @@ void game_controller::play_replay()
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}
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}
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editor::EXIT_STATUS game_controller::start_editor(const std::string& filename)
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editor::EXIT_STATUS game_launcher::start_editor(const std::string& filename)
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{
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while(true){
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resources::config_manager->load_game_config_for_editor();
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return editor::EXIT_ERROR; // not supposed to happen
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}
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game_controller::~game_controller()
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game_launcher::~game_launcher()
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{
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try {
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gui::dialog::delete_empty_menu();
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@ -11,8 +11,8 @@
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See the COPYING file for more details.
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*/
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#ifndef GAME_CONTROLLER_H_INCLUDED
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#define GAME_CONTROLLER_H_INCLUDED
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#ifndef GAME_LAUNCHER_H_INCLUDED
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#define GAME_LAUNCHER_H_INCLUDED
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#include "global.hpp"
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std::string campaign_id_,scenario_id_;
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};
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class game_controller
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class game_launcher
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{
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public:
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game_controller(const commandline_options& cmdline_opts, const char* appname);
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~game_controller();
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game_launcher(const commandline_options& cmdline_opts, const char* appname);
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~game_launcher();
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game_display& disp();
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void start_wesnothd();
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private:
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game_controller(const game_controller&);
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void operator=(const game_controller&);
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game_launcher(const game_launcher&);
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void operator=(const game_launcher&);
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void mark_completed_campaigns(std::vector<config>& campaigns);
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#include "formula.hpp" // for formula_error
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#include "game_config.hpp" // for path, debug, debug_lua, etc
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#include "game_config_manager.hpp" // for game_config_manager, etc
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#include "game_controller.hpp" // for game_controller, etc
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#include "game_launcher.hpp" // for game_launcher, etc
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#include "gui/auxiliary/event/handler.hpp" // for tmanager
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#include "gui/dialogs/core_selection.hpp" // for tcore_selection
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#include "gui/dialogs/title_screen.hpp" // for ttitle_screen, etc
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@ -439,7 +439,7 @@ static int process_command_args(const commandline_options& cmdline_opts) {
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/**
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* I would prefer to setup locale first so that early error
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* messages can get localized, but we need the game_controller
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* messages can get localized, but we need the game_launcher
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* initialized to have get_intl_dir() to work. Note: setlocale()
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* does not take GUI language setting into account.
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*/
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@ -491,8 +491,8 @@ static int do_gameloop(int argc, char** argv)
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return finished;
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}
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boost::scoped_ptr<game_controller> game(
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new game_controller(cmdline_opts,argv[0]));
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boost::scoped_ptr<game_launcher> game(
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new game_launcher(cmdline_opts,argv[0]));
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const int start_ticks = SDL_GetTicks();
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init_locale();
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res = static_cast<gui2::ttitle_screen::tresult>(dlg.get_retval());
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}
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game_controller::RELOAD_GAME_DATA should_reload =
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game_controller::RELOAD_DATA;
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game_launcher::RELOAD_GAME_DATA should_reload =
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game_launcher::RELOAD_DATA;
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if(res == gui2::ttitle_screen::QUIT_GAME) {
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LOG_GENERAL << "quitting game...\n";
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@ -670,7 +670,7 @@ static int do_gameloop(int argc, char** argv)
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res = gui2::ttitle_screen::NOTHING;
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continue;
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}
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should_reload = game_controller::NO_RELOAD_DATA;
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should_reload = game_launcher::NO_RELOAD_DATA;
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} else if(res == gui2::ttitle_screen::TUTORIAL) {
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game->set_tutorial();
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} else if(res == gui2::ttitle_screen::NEW_CAMPAIGN) {
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