instead of a hard-coded special case, bind the screen to Lua and move the

special case there.  this reduces cross-dependencies between screens,
which should be kept to a minimum
This commit is contained in:
Glenn Maynard
2005-06-25 05:03:35 +00:00
parent a9a3d20f20
commit 0eb33aa806
2 changed files with 26 additions and 36 deletions
+7 -3
View File
@@ -2,6 +2,7 @@
#define SCREENPLAYEROPTIONS_H
#include "ScreenOptionsMaster.h"
struct lua_State;
AutoScreenMessage( SM_BackFromPlayerOptions )
@@ -15,11 +16,14 @@ public:
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
bool GetGoToOptions() const { return m_bGoToOptions; }
//
// Lua
//
virtual void PushSelf( lua_State *L );
private:
void GoToNextScreen();
void GoToPrevScreen();
vector<bool> m_bRowCausesDisqualified[NUM_PLAYERS];
void UpdateDisqualified( int row, PlayerNumber pn );