add NavigationMode
(OptionMenuFlags predated metric fallback logic, where we didn't want to add a ton of flags that we'd have to duplicate in a bunch of screens.)
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@@ -17,10 +17,10 @@
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#include "CommonMetrics.h"
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#define LINE_NAMES THEME->GetMetric (m_sName,"LineNames")
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#define OPTION_MENU_FLAGS THEME->GetMetric (m_sName,"OptionMenuFlags")
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#define LINE(sLineName) THEME->GetMetric (m_sName,ssprintf("Line%s",sLineName.c_str()))
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#define FORCE_ALL_PLAYERS THEME->GetMetricB(m_sName,"ForceAllPlayers")
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#define INPUT_MODE THEME->GetMetric (m_sName,"InputMode")
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#define NAVIGATION_MODE THEME->GetMetric (m_sName,"NavigationMode")
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REGISTER_SCREEN_CLASS( ScreenOptionsMaster );
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@@ -32,10 +32,6 @@ void ScreenOptionsMaster::Init()
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if( asLineNames.empty() )
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RageException::Throw( "%s::LineNames is empty.", m_sName.c_str() );
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vector<CString> Flags;
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split( OPTION_MENU_FLAGS, ";", Flags, true );
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if( FORCE_ALL_PLAYERS )
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{
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FOREACH_PlayerNumber( pn )
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@@ -43,18 +39,10 @@ void ScreenOptionsMaster::Init()
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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}
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for( unsigned i = 0; i < Flags.size(); ++i )
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{
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CString sFlag = Flags[i];
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sFlag.MakeLower();
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if( sFlag == "smnavigation" )
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SetNavigation( NAV_THREE_KEY_MENU );
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else if( sFlag == "toggle" )
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SetNavigation( PREFSMAN->m_bArcadeOptionsNavigation? NAV_TOGGLE_THREE_KEY:NAV_TOGGLE_FIVE_KEY );
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else
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RageException::Throw( "Unknown flag \"%s\"", sFlag.c_str() );
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}
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if( NAVIGATION_MODE == "toggle" )
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SetNavigation( PREFSMAN->m_bArcadeOptionsNavigation? NAV_TOGGLE_THREE_KEY:NAV_TOGGLE_FIVE_KEY );
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else if( NAVIGATION_MODE == "menu" )
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SetNavigation( NAV_THREE_KEY_MENU );
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SetInputMode( StringToInputMode(INPUT_MODE) );
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