add Init command to Screen

This commit is contained in:
Chris Danford
2005-05-03 09:13:43 +00:00
parent e0d5bf3a3a
commit 18e3ad2666
2 changed files with 7 additions and 1 deletions
+6
View File
@@ -8,6 +8,7 @@
#include "ScreenManager.h"
#include "GameSoundManager.h"
#include "ProfileManager.h"
#include "ActorUtil.h"
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
@@ -29,6 +30,11 @@ bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1,
return m1.fDelayRemaining < m2.fDelayRemaining;
}
void Screen::Init()
{
this->RunCommands( THEME->GetMetricA(m_sName, "InitCommand") );
}
void Screen::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
+1 -1
View File
@@ -28,7 +28,7 @@ public:
/* This is called immediately after construction, to allow initializing after all derived classes
* exist. */
virtual void Init() { }
virtual void Init();
virtual void Update( float fDeltaTime );
virtual bool OverlayInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );