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authorStefan Dombrowski <stefan@uni-bonn.de>2010-08-29 19:05:38 +0200
committerJared Adams <jaxad0127@gmail.com>2010-08-29 12:05:26 -0600
commitb61faa43db7a48c6a6871fb94dce2de2abd79dfe (patch)
treebe659cf1894f7b3ff030899cb95254f90dcd3326
parent919e6bef84e3670b206f192613558274a341b976 (diff)
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Changing order in which windows are created
The mini status window is higher than its visible area. Creating it first makes sure that it does not overlap other windows. For example put the equipment window right below the mini status window. After a restart you cannot use the close button nor drag it, because you are actually clicking on the mini status window. Signed-off-by: Jared Adams <jaxad0127@gmail.com>
-rw-r--r--src/game.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game.cpp b/src/game.cpp
index d34dc049..eb666fa9 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -148,14 +148,14 @@ static void createGuiWindows()
setupWindow->clearWindowsForReset();
// Create dialogs
+ miniStatusWindow = new MiniStatusWindow;
+ minimap = new Minimap;
chatWindow = new ChatWindow;
tradeWindow = new TradeWindow;
equipmentWindow = new EquipmentWindow(player_node->mEquipment.get());
statusWindow = new StatusWindow;
- miniStatusWindow = new MiniStatusWindow;
inventoryWindow = new InventoryWindow(player_node->getInventory());
skillDialog = new SkillDialog;
- minimap = new Minimap;
helpWindow = new HelpWindow;
debugWindow = new DebugWindow;
itemShortcutWindow = new ShortcutWindow("ItemShortcut",