Integrate C++11 branch into 5_1-new
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@@ -32,19 +32,19 @@ enum CourseOverviewRow
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static bool CurrentCourseIsSaved()
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{
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Course *pCourse = GAMESTATE->m_pCurCourse;
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if( pCourse == NULL )
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if( pCourse == nullptr )
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return false;
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return !pCourse->m_sPath.empty();
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}
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static const MenuRowDef g_MenuRows[] =
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{
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MenuRowDef( -1, "Play", true, EditMode_Practice, true, false, 0, NULL ),
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MenuRowDef( -1, "Edit Course", true, EditMode_Practice, true, false, 0, NULL ),
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MenuRowDef( -1, "Shuffle", true, EditMode_Practice, true, false, 0, NULL ),
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MenuRowDef( -1, "Rename", CurrentCourseIsSaved, EditMode_Practice, true, false, 0, NULL ),
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MenuRowDef( -1, "Delete", CurrentCourseIsSaved, EditMode_Practice, true, false, 0, NULL ),
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MenuRowDef( -1, "Save", true, EditMode_Practice, true, false, 0, NULL ),
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MenuRowDef( -1, "Play", true, EditMode_Practice, true, false, 0, nullptr ),
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MenuRowDef( -1, "Edit Course", true, EditMode_Practice, true, false, 0, nullptr ),
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MenuRowDef( -1, "Shuffle", true, EditMode_Practice, true, false, 0, nullptr ),
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MenuRowDef( -1, "Rename", CurrentCourseIsSaved, EditMode_Practice, true, false, 0, nullptr ),
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MenuRowDef( -1, "Delete", CurrentCourseIsSaved, EditMode_Practice, true, false, 0, nullptr ),
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MenuRowDef( -1, "Save", true, EditMode_Practice, true, false, 0, nullptr ),
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};
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REGISTER_SCREEN_CLASS( ScreenOptionsCourseOverview );
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@@ -88,7 +88,7 @@ void ScreenOptionsCourseOverview::BeginScreen()
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ScreenOptions::BeginScreen();
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// clear the current song in case it's set when we back out from gameplay
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GAMESTATE->m_pCurSong.Set( NULL );
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GAMESTATE->m_pCurSong.Set(nullptr);
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}
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ScreenOptionsCourseOverview::~ScreenOptionsCourseOverview()
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@@ -115,7 +115,7 @@ void ScreenOptionsCourseOverview::HandleScreenMessage( const ScreenMessage SM )
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if( SM == SM_GoToPrevScreen )
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{
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// If we're pointing to an unsaved course, it will be inaccessible once we're back on ScreenOptionsManageCourses.
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GAMESTATE->m_pCurCourse.Set( NULL );
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GAMESTATE->m_pCurCourse.Set(nullptr);
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}
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else if( SM == SM_GoToNextScreen )
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{
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@@ -169,8 +169,8 @@ void ScreenOptionsCourseOverview::HandleScreenMessage( const ScreenMessage SM )
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return;
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}
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GAMESTATE->m_pCurCourse.Set( NULL );
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GAMESTATE->m_pCurTrail[PLAYER_1].Set( NULL );
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GAMESTATE->m_pCurCourse.Set(nullptr);
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GAMESTATE->m_pCurTrail[PLAYER_1].Set(nullptr);
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/* Our course is gone, so back out. */
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StartTransitioningScreen( SM_GoToPrevScreen );
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