fix possible crash when reading border style, fix onLogin event
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b56a7e3029
commit
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3
TODO
3
TODO
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@ -1,14 +1,11 @@
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====================================================
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====================================================
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High priority TODO in order (before first public disclose)
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High priority TODO in order (before first public disclose)
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restore map moving
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multiline text edit
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multiline text edit
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remove UIGame
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remove UIGame
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move windows, navigate in containers
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move windows, navigate in containers
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complete miniwindow (close, minimize, resize, move)
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complete miniwindow (close, minimize, resize, move)
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create and bind all game functions/events
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create and bind all game functions/events
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let windows stay open while playing
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combat controls
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player status icons (poison, etc)
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player status icons (poison, etc)
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load modules from zip files
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load modules from zip files
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display exit box when exiting from game
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display exit box when exiting from game
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@ -122,8 +122,11 @@ void UIWidget::parseBaseStyle(const OTMLNodePtr& styleNode)
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setFixedSize(node->value<bool>());
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setFixedSize(node->value<bool>());
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else if(node->tag() == "border") {
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else if(node->tag() == "border") {
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auto split = Fw::split(node->value(), " ");
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auto split = Fw::split(node->value(), " ");
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if(split.size() == 2) {
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setBorderWidth(Fw::safeCast<int>(split[0]));
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setBorderWidth(Fw::safeCast<int>(split[0]));
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setBorderColor(Fw::safeCast<Color>(split[1]));
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setBorderColor(Fw::safeCast<Color>(split[1]));
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} else
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throw OTMLException(node, "border param must have its width followed by its color");
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}
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}
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else if(node->tag() == "border-width")
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else if(node->tag() == "border-width")
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setBorderWidth(node->value<int>());
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setBorderWidth(node->value<int>());
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@ -1111,7 +1111,7 @@ ThingPtr ProtocolGame::internalGetThing(InputMessage& msg)
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creature->setDirection(direction);
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creature->setDirection(direction);
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// now that the local player is known, we can schedule login event
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// now that the local player is known, we can schedule login event
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if(creature == m_localPlayer) {
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if(creature == m_localPlayer && !m_localPlayer->isKnown()) {
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m_localPlayer->setKnown(true);
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m_localPlayer->setKnown(true);
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g_dispatcher.addEvent([] { g_game.processLogin(); });
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g_dispatcher.addEvent([] { g_game.processLogin(); });
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}
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}
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