CString -> RString

This commit is contained in:
Chris Danford
2006-01-22 01:00:06 +00:00
parent 870ed267fc
commit 7f821e8cfc
578 changed files with 3943 additions and 3946 deletions
+4 -4
View File
@@ -32,7 +32,7 @@ void ScreenMapControllers::Init()
m_soundChange.Load( THEME->GetPathS(m_sName,"change"), true );
m_soundDelete.Load( THEME->GetPathS(m_sName,"delete"), true );
CString sButtons = BUTTONS_TO_MAP;
RString sButtons = BUTTONS_TO_MAP;
if( sButtons.empty() )
{
/* Map all buttons for this game. */
@@ -46,7 +46,7 @@ void ScreenMapControllers::Init()
else
{
/* Map the specified buttons. */
vector<CString> asBits;
vector<RString> asBits;
split( sButtons, ",", asBits );
for( unsigned i=0; i<asBits.size(); ++i )
{
@@ -63,7 +63,7 @@ void ScreenMapControllers::Init()
BitmapText *pName = new BitmapText;
pName->SetName( "Title" );
pName->LoadFromFont( THEME->GetPathF("Common","title") );
CString sText = GameButtonToLocalizedString( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
RString sText = GameButtonToLocalizedString( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
pName->SetText( sText );
ActorUtil::LoadAllCommands( *pName, m_sName );
m_Line[b].AddChild( pName );
@@ -408,7 +408,7 @@ void ScreenMapControllers::Refresh()
BitmapText *pText = pKey->m_textMappedTo[p][s];
GameInput cur_gi( p, pKey->m_GameButton );
DeviceInput di;
CString sText = "-----------";
RString sText = "-----------";
if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
sText = INPUTMAN->GetDeviceSpecificInputString( di );
pText->SetText( sText );