void CUIMapList::LoadMapList() { const auto& weathers = gMapListHelper.GetGameWeathers(); u32 cnt = 0; for (const MPWeatherDesc& weather : weathers) AddWeather(weather.Name, weather.StartTime, cnt++); if (weathers.size() > 0) m_pWeatherSelector->SetItemIDX(0); }
void CUIChangeWeather::ParseWeather() { weather_counter = 0; GAME_WEATHERS game_weathers = gMapListHelper.GetGameWeathers(); GAME_WEATHERS_CIT it = game_weathers.begin(); GAME_WEATHERS_CIT it_e = game_weathers.end(); for( ;it!=it_e; ++it) { AddWeather ( (*it).m_weather_name, (*it).m_start_time); } };
void CUIMapList::LoadMapList() { GAME_WEATHERS game_weathers = gMapListHelper.GetGameWeathers(); GAME_WEATHERS_CIT it = game_weathers.begin(); GAME_WEATHERS_CIT it_e = game_weathers.end(); u32 cnt=0; for( ;it!=it_e; ++it, ++cnt) { AddWeather ( (*it).m_weather_name, (*it).m_start_time, cnt); } if( game_weathers.size() ) m_pWeatherSelector->SetItem(0); }
void CUIMapList::LoadMapList() { string_path fn; FS.update_path (fn, "$game_config$", MAP_LIST); CInifile map_list_cfg (fn); // maps for (int k=0; game_types[k].name; ++k) { EGameTypes _id = (EGameTypes)game_types[k].id; LPCSTR _name = game_types[k].name; if( !map_list_cfg.section_exist(_name) ) continue; CInifile::Sect& S = map_list_cfg.r_section(_name); CInifile::SectIt it = S.begin(), end = S.end(); for (;it!=end; ++it){ shared_str _map_name = it->first; m_maps[_id].push_back (_map_name); } } //weather shared_str weather_sect = "weather"; CInifile::Sect& S = map_list_cfg.r_section(weather_sect); CInifile::SectIt it = S.begin(), end = S.end(); shared_str WeatherType; shared_str WeatherTime; for (u32 cnt=0; it!=end; ++it, ++cnt) { WeatherType = it->first; WeatherTime = map_list_cfg.r_string(weather_sect, *WeatherType); AddWeather (WeatherType, WeatherTime, cnt); } if(S.size()) m_pWeatherSelector->SetItem(0); }