Fixed: Wrong resolution saved to config when window receives wm_destroy signal
--HG-- branch : develop
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3 changed files with 7 additions and 4 deletions
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@ -80,6 +80,7 @@
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#include "world_database_manager.h"
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#include "world_database_manager.h"
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#include "continent_manager.h"
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#include "continent_manager.h"
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#include "ig_callback.h"
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#include "ig_callback.h"
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#include "release.h"
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//#include "fog_map.h"
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//#include "fog_map.h"
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#include "movie_shooter.h"
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#include "movie_shooter.h"
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#include "sound_manager.h"
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#include "sound_manager.h"
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@ -2555,6 +2556,9 @@ bool mainLoop()
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if ( ! FarTP.isReselectingChar() ) // skip some parts if the user wants to quit in the middle of a char reselect
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if ( ! FarTP.isReselectingChar() ) // skip some parts if the user wants to quit in the middle of a char reselect
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{
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{
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// Saving ingame resolution when in windowed mode
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saveIngameResolution();
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// Release the structure for the ping.
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// Release the structure for the ping.
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Ping.release ();
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Ping.release ();
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@ -136,7 +136,7 @@ extern void selectTipsOfTheDay (uint tips);
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// ***************************************************************************
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// ***************************************************************************
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// Saving ingame resolution when in windowed mode
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// Saving ingame resolution when in windowed mode
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static void saveIngameResolution()
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void saveIngameResolution()
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{
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{
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if (ClientCfg.Windowed)
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if (ClientCfg.Windowed)
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{
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{
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@ -382,8 +382,6 @@ void releaseMainLoop(bool closeConnection)
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{
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{
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ProgressBar.release();
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ProgressBar.release();
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saveIngameResolution();
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// Release R2 editor if applicable
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// Release R2 editor if applicable
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R2::getEditor().autoConfigRelease(IsInRingSession);
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R2::getEditor().autoConfigRelease(IsInRingSession);
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@ -22,7 +22,8 @@
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#include "nel/misc/types_nl.h"
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#include "nel/misc/types_nl.h"
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// Saving ingame resolution when in windowed mode
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void saveIngameResolution();
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// called from farTP at reselection
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// called from farTP at reselection
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void releaseMainLoopReselect();
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void releaseMainLoopReselect();
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// Release InGame Data
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// Release InGame Data
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