change sprBullet to an AutoActor

This commit is contained in:
Chris Danford
2005-07-16 07:01:48 +00:00
parent ce4156625d
commit 146c505c5a
6 changed files with 64 additions and 25 deletions
+12 -4
View File
@@ -24,6 +24,12 @@
#define ENTRY_MODE(s,i) THEME->GetMetric ("ScreenOptionsMaster",ssprintf("%s,%i",(s).c_str(),(i+1)))
#define ENTRY_DEFAULT(s) THEME->GetMetric ("ScreenOptionsMaster",(s) + "Default")
void OptionRowHandler::GetIconTextAndGameCommand( const OptionRowDefinition &def, int iFirstSelection, CString &sIconTextOut, GameCommand &gcOut ) const
{
sIconTextOut = "";
gcOut.Init();
}
static void SelectExactlyOne( int iSelection, vector<bool> &vbSelectedOut )
{
ASSERT_M( iSelection >= 0 && iSelection < (int) vbSelectedOut.size(),
@@ -239,16 +245,18 @@ public:
return 0;
}
virtual CString GetIconText( const OptionRowDefinition &def, int iFirstSelection ) const
virtual void GetIconTextAndGameCommand( const OptionRowDefinition &def, int iFirstSelection, CString &sIconTextOut, GameCommand &gcOut ) const
{
return m_bUseModNameForIcon ?
sIconTextOut = m_bUseModNameForIcon ?
ListEntries[iFirstSelection].m_sModifiers :
def.m_vsChoices[iFirstSelection];
gcOut = ListEntries[iFirstSelection];
}
virtual bool HasScreen( int iChoice ) const
{
const GameCommand &mc = ListEntries[iChoice];
return !mc.m_sScreen.empty();
const GameCommand &gc = ListEntries[iChoice];
return !gc.m_sScreen.empty();
}
void FillNoteSkins( OptionRowDefinition &defOut, CString sParam )