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; 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 ); ASSERT( !m_bIsLoaded );
m_bIsLoaded = true; m_bIsLoaded = true;
m_mp = mp; m_mp = mp;
LuaThreadVariable varElement( "MultiPlayer", LuaReference::Create(m_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 ); this->AddChild( m_sprFrame );
FOREACH_ENUM( ControllerStateButton, b ) FOREACH_ENUM( ControllerStateButton, b )
{ {
Button &button = m_Buttons[ b ]; Button &button = m_Buttons[ b ];
RString sPath = THEME->GetPathG( "ControllerStateDisplay", ControllerStateButtonToString(b) ); RString sPath = THEME->GetPathG( sType, ControllerStateButtonToString(b) );
button.spr.Load( sPath ); button.spr.Load( sPath );
this->AddChild( m_Buttons[b].spr ); this->AddChild( m_Buttons[b].spr );
@@ -104,8 +104,8 @@ void ControllerStateDisplay::Update( float fDelta )
class LunaControllerStateDisplay: public Luna<ControllerStateDisplay> class LunaControllerStateDisplay: public Luna<ControllerStateDisplay>
{ {
public: public:
static int LoadGameController( T* p, lua_State *L ) { p->LoadGameController( (GameController)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( (MultiPlayer)IArg(1) ); return 0; } static int LoadMultiPlayer( T* p, lua_State *L ) { p->LoadMultiPlayer( SArg(1), (MultiPlayer)IArg(2) ); return 0; }
LunaControllerStateDisplay() LunaControllerStateDisplay()
{ {
+3 -3
View File
@@ -25,8 +25,8 @@ class ControllerStateDisplay : public ActorFrame
{ {
public: public:
ControllerStateDisplay(); ControllerStateDisplay();
void LoadMultiPlayer( MultiPlayer mp ); void LoadMultiPlayer( RString sType, MultiPlayer mp );
void LoadGameController( GameController gc ); void LoadGameController( RString sType, GameController gc );
virtual void Update( float fDelta ); virtual void Update( float fDelta );
bool IsLoaded() const { return m_bIsLoaded; } bool IsLoaded() const { return m_bIsLoaded; }
@@ -38,7 +38,7 @@ public:
virtual void PushSelf( lua_State *L ); virtual void PushSelf( lua_State *L );
protected: protected:
void LoadInternal( MultiPlayer mp, GameController gc ); void LoadInternal( RString sType, MultiPlayer mp, GameController gc );
MultiPlayer m_mp; MultiPlayer m_mp;
bool m_bIsLoaded; bool m_bIsLoaded;