better try to set (and reset) the wait cursor locally...
...where the real delay arises and not set it in a place where the code branches to a lot of destinations (fixes bug #9839)
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cd5ef40068
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3 changed files with 1 additions and 3 deletions
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@ -152,6 +152,7 @@ void set_about(const config& cfg){
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//! Uses map from wesnoth or campaign as background.
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void show_about(display &disp, std::string campaign)
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{
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cursor::set(cursor::WAIT);
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CVideo &video = disp.video();
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std::vector<std::string> text = about::get_text(campaign);
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SDL_Rect rect = {0, 0, video.getx(), video.gety()};
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@ -1370,8 +1370,6 @@ bool game_controller::play_multiplayer()
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state_.campaign_type = "multiplayer";
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state_.campaign_define = "MULTIPLAYER";
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cursor::set(cursor::NORMAL);
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std::vector<std::string> host_or_join;
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std::string const pre = IMAGE_PREFIX + std::string("icons/icon-");
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char const sep1 = COLUMN_SEPARATOR, sep2 = HELP_STRING_SEPARATOR;
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@ -408,7 +408,6 @@ TITLE_RESULT show_title(game_display& screen, config& tips_of_day, int* ntip)
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for(;;) {
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for(size_t b = 0; b != buttons.size(); ++b) {
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if(buttons[b].pressed()) {
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cursor::set(cursor::WAIT);
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return TITLE_RESULT(b);
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}
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}
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