add sType param to Load*

This commit is contained in:
Chris Danford
2007-07-13 10:42:42 +00:00
parent 9d00f9f2ae
commit 544f922c3a
2 changed files with 12 additions and 12 deletions
+9 -9
View File
@@ -43,31 +43,31 @@ ControllerStateDisplay::ControllerStateDisplay()
m_idsLast = InputDeviceState_Invalid;
}
void ControllerStateDisplay::LoadMultiPlayer( MultiPlayer mp )
void ControllerStateDisplay::LoadMultiPlayer( RString sType, MultiPlayer mp )
{
LoadInternal( mp, GAME_CONTROLLER_1 );
LoadInternal( sType, mp, GAME_CONTROLLER_1 );
}
void ControllerStateDisplay::LoadGameController( GameController gc )
void ControllerStateDisplay::LoadGameController( RString sType, GameController gc )
{
LoadInternal( MultiPlayer_Invalid, gc );
LoadInternal( sType, MultiPlayer_Invalid, gc );
}
void ControllerStateDisplay::LoadInternal( MultiPlayer mp, GameController gc )
void ControllerStateDisplay::LoadInternal( RString sType, MultiPlayer mp, GameController gc )
{
ASSERT( !m_bIsLoaded );
m_bIsLoaded = true;
m_mp = mp;
LuaThreadVariable varElement( "MultiPlayer", LuaReference::Create(m_mp) );
m_sprFrame.Load( THEME->GetPathG("ControllerStateDisplay", "frame") );
m_sprFrame.Load( THEME->GetPathG(sType, "frame") );
this->AddChild( m_sprFrame );
FOREACH_ENUM( ControllerStateButton, b )
{
Button &button = m_Buttons[ b ];
RString sPath = THEME->GetPathG( "ControllerStateDisplay", ControllerStateButtonToString(b) );
RString sPath = THEME->GetPathG( sType, ControllerStateButtonToString(b) );
button.spr.Load( sPath );
this->AddChild( m_Buttons[b].spr );
@@ -104,8 +104,8 @@ void ControllerStateDisplay::Update( float fDelta )
class LunaControllerStateDisplay: public Luna<ControllerStateDisplay>
{
public:
static int LoadGameController( T* p, lua_State *L ) { p->LoadGameController( (GameController)IArg(1) ); return 0; }
static int LoadMultiPlayer( T* p, lua_State *L ) { p->LoadMultiPlayer( (MultiPlayer)IArg(1) ); return 0; }
static int LoadGameController( T* p, lua_State *L ) { p->LoadGameController( SArg(1), (GameController)IArg(2) ); return 0; }
static int LoadMultiPlayer( T* p, lua_State *L ) { p->LoadMultiPlayer( SArg(1), (MultiPlayer)IArg(2) ); return 0; }
LunaControllerStateDisplay()
{