fix editor screen branching

This commit is contained in:
Chris Danford
2006-06-18 12:09:28 +00:00
parent 2572b8c5ea
commit 5de0b03af2
3 changed files with 8 additions and 3 deletions
+1
View File
@@ -4554,6 +4554,7 @@ Fallback=ScreenGameplay DifficultyMeterP2
[ScreenOptionsManageEditSteps]
Class=ScreenOptionsManageEditSteps
Fallback=ScreenOptionsSimple
CreateNewScreen=ScreenEditMenu
EditMode=Full
PrevScreen=ScreenSelectEditMode
NextScreen=ScreenOptionsEditCourse
@@ -50,6 +50,8 @@ REGISTER_SCREEN_CLASS( ScreenOptionsManageEditSteps );
void ScreenOptionsManageEditSteps::Init()
{
ScreenOptions::Init();
CREATE_NEW_SCREEN.Load( m_sName, "CreateNewScreen" );
}
void ScreenOptionsManageEditSteps::BeginScreen()
@@ -124,7 +126,8 @@ void ScreenOptionsManageEditSteps::HandleScreenMessage( const ScreenMessage SM )
if( iCurRow == 0 ) // "create new"
{
// do base behavior
SCREENMAN->SetNewScreen( CREATE_NEW_SCREEN );
return; // don't call base
}
else if( m_pRows[iCurRow]->GetRowType() == OptionRow::RowType_Exit )
{
@@ -137,8 +140,7 @@ void ScreenOptionsManageEditSteps::HandleScreenMessage( const ScreenMessage SM )
ASSERT( pSteps );
const Style *pStyle = GAMEMAN->GetEditorStyleForStepsType( pSteps->m_StepsType );
GAMESTATE->m_pCurStyle.Set( pStyle );
SCREENMAN->SetNewScreen( "ScreenEdit" );
return; // don't call base
// do base behavior
}
}
else if( SM == SM_BackFromRename )
@@ -24,6 +24,8 @@ protected:
Steps *GetStepsWithFocus() const;
vector<Steps*> m_vpSteps;
ThemeMetric<RString> CREATE_NEW_SCREEN;
};
#endif