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
+8 -9
View File
@@ -36,7 +36,7 @@ static const ThemeMetric<apActorCommands> OK_INIT_COMMMAND ("ScreenNameEntryTra
if( !actor.GetName().empty() ) \
COMMAND( actor, command_name );
const ScreenMessage SM_ChangeDisplayedFeat = ScreenMessage(SM_User+0);
const AutoScreenMessage SM_ChangeDisplayedFeat;
static const int CHAR_OK = -1;
static const int CHAR_BACK = -2;
@@ -540,24 +540,23 @@ void ScreenNameEntryTraditional::HandleScreenMessage( const ScreenMessage SM )
{
LOG->Trace( "ScreenNameEntryTraditional::HandleScreenMessage( %d )", SM );
switch( SM )
if( SM == SM_MenuTimer )
{
case SM_MenuTimer:
if( !m_Out.IsTransitioning() )
{
FOREACH_PlayerNumber( p )
Finish( p );
MenuStart( PLAYER_INVALID, IET_FIRST_PRESS );
}
break;
case SM_ChangeDisplayedFeat:
}
else if( SM == SM_ChangeDisplayedFeat )
{
ChangeDisplayedFeat();
this->PostScreenMessage( SM_ChangeDisplayedFeat, FEAT_INTERVAL );
break;
case SM_GoToNextScreen:
}
else if( SM == SM_GoToNextScreen )
{
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
}