add choice name indirection to make it easier to add/remove options, and to give theme elements more logical names
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@@ -101,9 +101,9 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
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for( unsigned c=0; c<m_aModeChoices.size(); c++ )
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{
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// const ModeChoice& mc = m_aModeChoices[c];
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const ModeChoice& mc = m_aModeChoices[c];
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CString sFName = ssprintf("%s Scroll Choice%d", m_sName.c_str(),c+1);
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CString sFName = ssprintf("%s Scroll Choice%s", m_sName.c_str(),mc.m_sName.c_str());
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m_sprScroll[c][0].Load( THEME->GetPathToG(sFName) );
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m_sprScroll[c][0]->SetName( ssprintf("Scroll") );
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m_Scroller[0].AddChild( m_sprScroll[c][0] );
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@@ -128,9 +128,9 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
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for( unsigned c=0; c<m_aModeChoices.size(); c++ )
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{
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// const ModeChoice& mc = m_aModeChoices[c];
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const ModeChoice& mc = m_aModeChoices[c];
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CString sFName = ssprintf("%s Scroll Choice%d P%d", m_sName.c_str(),c+1,p+1);
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CString sFName = ssprintf("%s Scroll Choice%s P%s", m_sName.c_str(),mc.m_sName.c_str(),p+1);
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m_sprScroll[c][p].Load( THEME->GetPathToG(sFName) );
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m_sprScroll[c][p]->SetName( ssprintf("ScrollP%d",p+1) );
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m_Scroller[p].AddChild( m_sprScroll[c][p] );
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@@ -141,12 +141,12 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
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for( unsigned c=0; c<m_aModeChoices.size(); c++ )
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{
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// const ModeChoice& mc = m_aModeChoices[c];
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const ModeChoice& mc = m_aModeChoices[c];
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// init icon
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for( i=0; i<NUM_ICON_PARTS; i++ )
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{
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CString sFName = ssprintf("%s Icon Part%d Choice%d", m_sName.c_str(),i+1,c+1);
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CString sFName = ssprintf("%s Icon Part%d Choice%s", m_sName.c_str(),i+1,mc.m_sName.c_str());
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m_sprIcon[i][c].Load( THEME->GetPathToG(sFName) );
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m_sprIcon[i][c]->SetName( ssprintf("IconPart%dChoice%d",i+1,c+1) );
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this->AddChild( m_sprIcon[i][c] );
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@@ -157,7 +157,7 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
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{
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for( i=0; i<NUM_PREVIEW_PARTS; i++ )
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{
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CString sFName = ssprintf("%s Preview Part%d Choice%d", m_sName.c_str(),i+1,c+1);
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CString sFName = ssprintf("%s Preview Part%d Choice%s", m_sName.c_str(),i+1,mc.m_sName.c_str());
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m_sprPreview[i][c][0].Load( THEME->GetPathToG(sFName) );
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m_sprPreview[i][c][0]->SetName( ssprintf("PreviewPart%d",i+1) );
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this->AddChild( m_sprPreview[i][c][0] );
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@@ -171,7 +171,7 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
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continue; // skip
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for( i=0; i<NUM_PREVIEW_PARTS; i++ )
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{
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CString sFName = ssprintf("%s Preview Part%d Choice%d P%d", m_sName.c_str(),i+1,c+1,p+1);
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CString sFName = ssprintf("%s Preview Part%d Choice%s P%d", m_sName.c_str(),i+1,mc.m_sName.c_str(),p+1);
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m_sprPreview[i][c][p].Load( THEME->GetPathToG(sFName) );
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m_sprPreview[i][c][p]->SetName( ssprintf("PreviewPart%dP%d",i+1,p+1) );
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this->AddChild( m_sprPreview[i][c][p] );
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@@ -575,7 +575,8 @@ void ScreenSelectMaster::MenuStart( PlayerNumber pn )
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if( m_bChosen[pn] == true )
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return;
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(), m_aModeChoices[m_iChoice[pn]].m_sName.c_str())) );
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ModeChoice &mc = m_aModeChoices[m_iChoice[pn]];
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(), mc.m_sName.c_str())) );
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m_soundSelect.Play();
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float fSecs = 0;
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