theme edit menu row string

This commit is contained in:
Chris Danford
2005-03-07 23:55:18 +00:00
parent bf5d7435c4
commit 7904959f4f
3 changed files with 91 additions and 108 deletions
+18 -18
View File
@@ -13,9 +13,9 @@
#include "Steps.h"
#include "song.h"
#define PREV_SCREEN THEME->GetMetric(m_sName,"PrevScreen")
#define EXPLANATION_TEXT THEME->GetMetric(m_sName,"ExplanationText")
#define HELP_TEXT THEME->GetMetric(m_sName,"HelpText")
#define PREV_SCREEN THEME->GetMetric(m_sName,"PrevScreen")
#define EXPLANATION_TEXT THEME->GetMetric(m_sName,"ExplanationText")
#define HELP_TEXT THEME->GetMetric(m_sName,"HelpText")
const ScreenMessage SM_RefreshSelector = (ScreenMessage)(SM_User+1);
@@ -111,14 +111,14 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
if( IsTransitioning() )
return;
Song* pSong = m_Selector.GetSelectedSong();
StepsType st = m_Selector.GetSelectedStepsType();
Difficulty dc = m_Selector.GetSelectedDifficulty();
Steps* pSteps = m_Selector.GetSelectedSteps();
// StepsType soureNT = m_Selector.GetSelectedSourceStepsType();
// Difficulty sourceDiff = m_Selector.GetSelectedSourceDifficulty();
Steps* pSourceSteps = m_Selector.GetSelectedSourceSteps();
EditMenu::Action action = m_Selector.GetSelectedAction();
Song* pSong = m_Selector.GetSelectedSong();
StepsType st = m_Selector.GetSelectedStepsType();
Difficulty dc = m_Selector.GetSelectedDifficulty();
Steps* pSteps = m_Selector.GetSelectedSteps();
// StepsType soureNT = m_Selector.GetSelectedSourceStepsType();
// Difficulty sourceDiff = m_Selector.GetSelectedSourceDifficulty();
Steps* pSourceSteps = m_Selector.GetSelectedSourceSteps();
EditMenuAction action = m_Selector.GetSelectedAction();
GAMESTATE->m_pCurSong.Set( pSong );
GAMESTATE->m_pCurStyle = GAMEMAN->GetEditorStyleForStepsType( st );
@@ -136,20 +136,20 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
switch( action )
{
case EditMenu::ACTION_EDIT:
case EDIT_MENU_ACTION_EDIT:
// Prepare prepare for ScreenEdit
ASSERT( pSteps );
SOUND->StopMusic();
SCREENMAN->PlayStartSound();
StartTransitioning( SM_GoToNextScreen );
break;
case EditMenu::ACTION_DELETE:
case EDIT_MENU_ACTION_DELETE:
ASSERT( pSteps );
SCREENMAN->Prompt( SM_RefreshSelector, "These steps will be lost permanently.\n\nContinue with delete?", true, false, DeleteCurSteps );
m_Selector.RefreshAll();
return;
case EditMenu::ACTION_COPY:
case EditMenu::ACTION_AUTOGEN:
case EDIT_MENU_ACTION_COPY:
case EDIT_MENU_ACTION_AUTOGEN:
ASSERT( !pSteps );
ASSERT( pSourceSteps );
{
@@ -158,10 +158,10 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
Steps* pNewSteps = new Steps;
switch( action )
{
case EditMenu::ACTION_COPY:
case EDIT_MENU_ACTION_COPY:
pNewSteps->CopyFrom( pSourceSteps, st );
break;
case EditMenu::ACTION_AUTOGEN:
case EDIT_MENU_ACTION_AUTOGEN:
pNewSteps->AutogenFrom( pSourceSteps, st );
pNewSteps->DeAutogen();
break;
@@ -184,7 +184,7 @@ void ScreenEditMenu::MenuStart( PlayerNumber pn )
m_Selector.RefreshAll();
}
return;
case EditMenu::ACTION_BLANK:
case EDIT_MENU_ACTION_BLANK:
ASSERT( !pSteps );
{
// Yuck. Doing the memory allocation doesn't seem right since