fix Command/ActorUtil::Command ambiguity

This commit is contained in:
Glenn Maynard
2005-01-17 22:45:00 +00:00
parent 288b5c903b
commit 9344535419
2 changed files with 6 additions and 6 deletions
+1 -1
View File
@@ -341,7 +341,7 @@ void ActorUtil::SetXY( Actor& actor, const CString &sScreenName )
actor.SetXY( THEME->GetMetricF(sScreenName,actor.GetID()+"X"), THEME->GetMetricF(sScreenName,actor.GetID()+"Y") );
}
void ActorUtil::Command( Actor& actor, const CString &sScreenName, const CString &sCommandName )
void ActorUtil::RunCommand( Actor& actor, const CString &sScreenName, const CString &sCommandName )
{
actor.PlayCommand( sCommandName );
+5 -5
View File
@@ -10,17 +10,17 @@ struct XNode;
#define ON_COMMAND( actor ) ActorUtil::OnCommand( actor, m_sName )
#define OFF_COMMAND( actor ) ActorUtil::OffCommand( actor, m_sName )
#define SET_XY_AND_ON_COMMAND( actor ) ActorUtil::SetXYAndOnCommand( actor, m_sName )
#define COMMAND( actor, command_name ) ActorUtil::Command( actor, m_sName, command_name )
#define COMMAND( actor, command_name ) ActorUtil::RunCommand( actor, m_sName, command_name )
namespace ActorUtil
{
void SetXY( Actor& actor, const CString &sScreenName );
inline void SetXY( Actor* pActor, const CString &sScreenName ) { SetXY( *pActor, sScreenName ); }
void Command( Actor& actor, const CString &sScreenName, const CString &sCommandName );
void RunCommand( Actor& actor, const CString &sScreenName, const CString &sCommandName );
inline void OnCommand( Actor& actor, const CString &sScreenName ) { Command( actor, sScreenName, "On" ); }
inline void OffCommand( Actor& actor, const CString &sScreenName ) { Command( actor, sScreenName, "Off" ); }
inline void OnCommand( Actor& actor, const CString &sScreenName ) { RunCommand( actor, sScreenName, "On" ); }
inline void OffCommand( Actor& actor, const CString &sScreenName ) { RunCommand( actor, sScreenName, "Off" ); }
inline void SetXYAndOnCommand( Actor& actor, const CString &sScreenName )
{
SetXY( actor, sScreenName );
@@ -28,7 +28,7 @@ namespace ActorUtil
}
/* convenience */
inline void Command( Actor* pActor, const CString &sScreenName, const CString &sCommandName ) { if(pActor) Command( *pActor, sScreenName, sCommandName ); }
inline void RunCommand( Actor* pActor, const CString &sScreenName, const CString &sCommandName ) { if(pActor) RunCommand( *pActor, sScreenName, sCommandName ); }
inline void OnCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) OnCommand( *pActor, sScreenName ); }
inline void OffCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) OffCommand( *pActor, sScreenName ); }
inline void SetXYAndOnCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) SetXYAndOnCommand( *pActor, sScreenName ); }