Example #1
0
void check_game_done()
{
    through_sending();

    if (All_Done == true)
    {
        lose_graphics();
        showcursor(true);
        PostQuitMessage(0);
    }
}
Example #2
0
void Handle_One_Event() {
	static const long twentyTicks = time_in_ticks(20).asMilliseconds();
	static const long fortyTicks = time_in_ticks(40).asMilliseconds();
	
	through_sending();
	Handle_Update();
	
	//(cur_time - last_anim_time > 42)
	if((animTimer.getElapsedTime().asMilliseconds() >= fortyTicks) && (overall_mode != MODE_STARTUP) && (anim_onscreen) && get_bool_pref("DrawTerrainAnimation", true)
	   && (!gInBackground)) {
		animTimer.restart();
		draw_terrain();
	}
	if((animTimer.getElapsedTime().asMilliseconds() > twentyTicks) && (overall_mode == MODE_STARTUP)) {
		animTimer.restart();
		draw_startup_anim(true);
	}
	
	clear_sound_memory();
	
	if(map_visible && mini_map.pollEvent(event)){
		if(event.type == sf::Event::Closed) {
			mini_map.setVisible(false);
			map_visible = false;
		} else if(event.type == sf::Event::GainedFocus)
			makeFrontWindow(mainPtr);
	}
	if(!mainPtr.pollEvent(event)) {
		if(changed_display_mode) {
			changed_display_mode = false;
			adjust_window_mode();
		}
		flushingInput = false;
		redraw_screen(REFRESH_NONE);
		return;
	}
	switch(event.type) {
		case sf::Event::KeyPressed:
			if(flushingInput) return;
			if(!(event.key.*systemKey))
				handle_keystroke(event);
			
			break;
			
		case sf::Event::MouseButtonPressed:
			if(flushingInput) return;
			Mouse_Pressed();
			break;
			
		case sf::Event::MouseLeft:
			// Make sure we don't have an arrow cursor when it's outside the window
			make_cursor_sword();
			break;
			
		case sf::Event::GainedFocus:
			Handle_Update();
			makeFrontWindow(mainPtr);
		case sf::Event::MouseMoved:
			if(!gInBackground) {
				location where(event.mouseMove.x, event.mouseMove.y);
				change_cursor(where);
			}
			break;
			
		case sf::Event::MouseWheelMoved:
			if(flushingInput) return;
			handle_scroll(event);
			break;
			
		case sf::Event::Closed:
			if(overall_mode == MODE_STARTUP) {
				if(party_in_memory) {
					std::string choice = cChoiceDlog("quit-confirm-save", {"save","quit","cancel"}).show();
					if(choice == "cancel") break;
					if(choice == "save") {
						fs::path file = nav_put_party();
						if(!file.empty()) break;
						save_party(file, univ);
					}
				}
				All_Done = true;
				break;
			}
			if(overall_mode > MODE_TOWN){
				std::string choice = cChoiceDlog("quit-confirm-nosave", {"quit", "cancel"}).show();
				if(choice == "cancel")
					break;
			}
			else {
				std::string choice = cChoiceDlog("quit-confirm-save", {"save", "quit", "cancel"}).show();
				if(choice == "cancel")
					break;
				if(choice == "save")
					save_party(univ.file, univ);
			}
			All_Done = true;
		default:
			break; // There's several events we don't need to handle at all
	}
	flushingInput = false; // TODO: Could there be a case when the key and mouse input that needs to be flushed has other events interspersed?
}