fix conflicting ScreenMessage IDs by automatically generating unique values

This commit is contained in:
Chris Danford
2005-03-23 08:48:38 +00:00
parent 659def4479
commit 880e42e1d3
46 changed files with 881 additions and 904 deletions
+14 -16
View File
@@ -29,12 +29,12 @@
// received while STATE_DANCING
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10);
const AutoScreenMessage SM_NotesEnded;
const ScreenMessage SM_Ready = ScreenMessage(SM_User+12);
const AutoScreenMessage SM_Ready;
const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+22);
const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+23);
const AutoScreenMessage SM_GoToStateAfterCleared;
const AutoScreenMessage SM_GoToScreenAfterBack;
REGISTER_SCREEN_CLASS( ScreenGameplayMultiplayer );
@@ -606,30 +606,28 @@ void ScreenGameplayMultiplayer::StageFinished( bool bBackedOut )
void ScreenGameplayMultiplayer::HandleScreenMessage( const ScreenMessage SM )
{
CHECKPOINT_M( ssprintf("HandleScreenMessage(%i)", SM) );
switch( SM )
if( SM == SM_Ready )
{
case SM_Ready:
GAMESTATE->m_bPastHereWeGo = true;
break;
case SM_NotesEnded:
}
else if( SM == SM_NotesEnded )
{
m_Out.StartTransitioning( SM_GoToStateAfterCleared );
break;
case SM_GoToScreenAfterBack:
}
else if( SM == SM_GoToScreenAfterBack )
{
StageFinished( true );
GAMESTATE->CancelStage();
SCREENMAN->DeletePreparedScreens();
SCREENMAN->SetNewScreen( PREV_SCREEN );
break;
case SM_GoToStateAfterCleared:
}
else if( SM == SM_GoToStateAfterCleared )
{
StageFinished( false );
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
}