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@@ -1291,7 +1291,7 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
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//but no authentic button click/sound ;-)
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}
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- boost::thread moveHeroTask(boost::bind(&doMoveHero,this,h,path));
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+ boost::thread moveHeroTask(boost::bind(&CPlayerInterface::doMoveHero,this,h,path));
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}
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@@ -1520,8 +1520,8 @@ bool CPlayerInterface::ctrlPressed() const
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void CPlayerInterface::update()
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{
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- if(duringMovement)
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- return;
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+// if(duringMovement)
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+// return;
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// Updating GUI requires locking pim mutex (that protects screen and GUI state).
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// When ending the game, the pim mutex might be hold by other thread,
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// that will notify us about the ending game by setting terminate_cond flag.
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@@ -2544,27 +2544,7 @@ bool CPlayerInterface::capturedAllEvents()
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{
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if(duringMovement)
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{
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- //todo: CPlayerInterface::capturedAllEvents
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-
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-// //check if user cancelled movement
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-// {
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-// boost::unique_lock<boost::mutex> un(eventsM);
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-// while(!events.empty())
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-// {
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-// SDL_Event ev = events.front();
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-// events.pop();
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-// switch(ev.type)
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-// {
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-// case SDL_MOUSEBUTTONDOWN:
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-// stillMoveHero.setn(STOP_MOVE);
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-// break;
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-// case SDL_KEYDOWN:
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-// if(ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
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-// stillMoveHero.setn(STOP_MOVE);
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-// break;
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-// }
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-// }
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-// }
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+ //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
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return true;
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}
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