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#include " game/settings.h"
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#include " js/js_game.h"
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- struct mission_briefing : ui::widget {
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- int is_review;
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- int campaign_mission_loaded;
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- };
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+ ui::mission_briefing_window g_mission_briefing;
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- mission_briefing g_mission_briefing;
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-
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- ANK_REGISTER_CONFIG_ITERATOR (config_load_mission_briefing);
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- void config_load_mission_briefing () {
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- g_mission_briefing.load (" mission_briefing_window" );
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- }
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-
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- static void init () {
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+ void ui::mission_briefing_window::init () {
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rich_text_reset (0 );
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// load map!
@@ -44,7 +34,7 @@ static void init() {
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}
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}
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- static void window_briefing_draw_background () {
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+ int ui::mission_briefing_window::draw_background () {
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auto &data = g_mission_briefing;
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window_draw_underlying_window ();
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@@ -107,31 +97,19 @@ static void window_briefing_draw_background() {
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g_settings.increase_difficulty ();
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window_invalidate ();
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});
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- }
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-
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- static void window_briefing_draw_foreground () {
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- auto &ui = g_mission_briefing;
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- ui.begin_widget (ui.pos );
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- ui.draw ();
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- ui.end_widget ();
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- }
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-
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- static void window_briefing_menu_handle_input (const mouse *m, const hotkeys *h) {
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- auto &ui = g_mission_briefing;
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- ui.begin_widget (ui.pos );
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- ui.handle_mouse (m);
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- ui.end_widget ();
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+ return 0 ;
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}
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static void show (void ) {
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static window_type window = {
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WINDOW_MISSION_BRIEFING,
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- window_briefing_draw_background ,
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- window_briefing_draw_foreground ,
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- window_briefing_menu_handle_input
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+ [] () { g_mission_briefing. draw_background (); } ,
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+ [] () { g_mission_briefing. ui_draw_foreground (); } ,
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+ [] ( const mouse *m, const hotkeys *h) { g_mission_briefing. ui_handle_mouse (m); }
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};
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- init ();
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+
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+ g_mission_briefing.init ();
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window_show (&window);
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}
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