Set the actor to use for graying, instead of passing it around in an

overloaded "DrawPrimitives".  It's too confusing to have different
DrawPrimitives overloads.
This commit is contained in:
Glenn Maynard
2005-05-05 03:01:39 +00:00
parent ac55b2d24f
commit af6a452ee9
3 changed files with 24 additions and 17 deletions
+10 -9
View File
@@ -223,6 +223,15 @@ void MusicWheelItem::LoadFromWheelItemData( WheelItemData* pWID, bool bExpanded
default: ASSERT(0);
}
Sprite *pBar = NULL;
if( m_sprBar.GetVisible() )
pBar = &m_sprBar;
else if( m_sprSectionBar.GetVisible() )
pBar = &m_sprSectionBar;
else
pBar = &m_sprExpandedBar;
SetGrayBar( pBar );
}
void MusicWheelItem::RefreshGrades()
@@ -254,15 +263,7 @@ void MusicWheelItem::RefreshGrades()
void MusicWheelItem::DrawPrimitives()
{
Sprite *pBar = NULL;
if( m_sprBar.GetVisible() )
pBar = &m_sprBar;
else if( m_sprSectionBar.GetVisible() )
pBar = &m_sprSectionBar;
else
pBar = &m_sprExpandedBar;
WheelItemBase::DrawPrimitives( *pBar );
WheelItemBase::DrawPrimitives();
}
/*