rename: ModeChoice -> GameCommand

This commit is contained in:
Chris Danford
2004-12-02 06:29:20 +00:00
parent e1da21f61c
commit ab37218c47
20 changed files with 166 additions and 165 deletions
+7 -7
View File
@@ -144,9 +144,9 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
{
case COIN_HOME:
{
for( unsigned i=0; i<m_aModeChoices.size(); i++ )
for( unsigned i=0; i<m_aGameCommands.size(); i++ )
{
ModeChoice &mc = m_aModeChoices[i];
GameCommand &mc = m_aGameCommands[i];
m_textChoice[i].LoadFromFont( THEME->GetPathToF("ScreenTitleMenu choices") );
m_textChoice[i].SetHorizAlign( (enum Actor::HorizAlign)MENU_TEXT_ALIGN );
@@ -180,7 +180,7 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
m_Choice = 0;
for( unsigned i=0; i<m_aModeChoices.size(); i++ )
for( unsigned i=0; i<m_aGameCommands.size(); i++ )
if( i != m_Choice )
{
m_textChoice[i].SetZoom( ZOOM_NOT_SELECTED );
@@ -218,7 +218,7 @@ void ScreenTitleMenu::MoveCursor( bool up )
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_Choice );
m_Choice += (up? -1:+1);
wrap( (int&)m_Choice, m_aModeChoices.size() );
wrap( (int&)m_Choice, m_aGameCommands.size() );
m_soundChange.Play();
GainFocus( m_Choice );
}
@@ -231,7 +231,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
return;
/* If the CoinMode was changed, we need to reload this screen
* so that the right m_aModeChoices will show */
* so that the right m_aGameCommands will show */
if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
{
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
@@ -261,7 +261,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
break;
case MENU_BUTTON_START:
/* return if the choice is invalid */
const ModeChoice &mc = m_aModeChoices[m_Choice];
const GameCommand &mc = m_aGameCommands[m_Choice];
CString why;
if( !mc.IsPlayable( &why ) )
{
@@ -366,7 +366,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
GAMESTATE->m_PlayerOptions[p].FromString( PREFSMAN->m_sDefaultModifiers );
GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers );
}
m_aModeChoices[m_Choice].ApplyToAllPlayers();
m_aGameCommands[m_Choice].ApplyToAllPlayers();
break;
case SM_GoToAttractLoop:
SCREENMAN->SetNewScreen( INITIAL_SCREEN );