Stop storing preferences and legacy flags in the saved game
- Nuke global preference variables (they're now fetched with get_xxx_pref whenever needed) - Nuke magic SDFs that store preferences and other info - The only preferences now stored in the saved game are those related to difficulty - play_sound no longer takes an option repeat parameter, but instead takes a delay which will be used if sounds are disabled - SDF array increased to 350x50 - When saving a legacy scenario, a dialog is shown to remind you to update and to allow you to clear the legacy flag
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@@ -14,8 +14,7 @@
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#include "graphtool.hpp"
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#include "restypes.hpp"
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#include "mathutil.hpp"
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extern bool play_sounds;
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#include "prefs.hpp"
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void cControl::setText(std::string l){
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lbl = l;
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@@ -210,7 +209,7 @@ bool cControl::handleClick(location){
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depressed = frame.contains(e.mouseMove.x, e.mouseMove.y);
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}
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}
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if(play_sounds) {
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if(get_bool_pref("PlaySounds", true)) {
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if(typeid(this) == typeid(cLed*))
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play_sound(34);
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else play_sound(37);
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@@ -23,13 +23,13 @@ using namespace ticpp;
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#include "winutil.hpp"
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#include "mathutil.hpp"
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#include "cursors.hpp"
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#include "prefs.hpp"
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// TODO: Would be nice if I could avoid depending on mainPtr
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extern sf::RenderWindow mainPtr;
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extern cursor_type current_cursor;
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extern sf::Texture bg_gworld;
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extern bool play_sounds;
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const short cDialog::BG_DARK = 5, cDialog::BG_LIGHT = 16;
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short cDialog::defaultBackground = cDialog::BG_DARK;
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cDialog* cDialog::topWindow = nullptr;
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@@ -715,7 +715,7 @@ void cDialog::process_keystroke(cKey keyHit){
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if(iter->second->isVisible() && iter->second->isClickable() && iter->second->getAttachedKey() == keyHit){
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iter->second->setActive(true);
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draw();
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if(play_sounds) {
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if(get_bool_pref("PlaySounds", true)) {
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if(typeid(iter->second) == typeid(cLed*))
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play_sound(34);
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else play_sound(37);
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