add ProcessMenuStart for derived screens to trap Start
This commit is contained in:
@@ -695,6 +695,9 @@ void ScreenSelectMaster::MenuStart( PlayerNumber pn )
|
||||
if( m_bChosen[pn] )
|
||||
return;
|
||||
|
||||
if( !ProcessMenuStart( pn ) )
|
||||
return;
|
||||
|
||||
GameCommand &mc = m_aGameCommands[m_iChoice[pn]];
|
||||
|
||||
/* If no options are playable, then we're just waiting for one to become available.
|
||||
|
||||
@@ -70,6 +70,7 @@ protected:
|
||||
bool ChangePage( int iNewChoice );
|
||||
bool ChangeSelection( PlayerNumber pn, MenuDir dir, int iNewChoice );
|
||||
float DoMenuStart( PlayerNumber pn );
|
||||
virtual bool ProcessMenuStart( PlayerNumber pn ) { return true; }
|
||||
|
||||
float GetCursorX( PlayerNumber pn, int iPartIndex );
|
||||
float GetCursorY( PlayerNumber pn, int iPartIndex );
|
||||
|
||||
Reference in New Issue
Block a user