move item theming from ScreenOptionsMaster to OptionRow so MiniMenu and other options screens can be themed

This commit is contained in:
Chris Danford
2005-03-20 20:16:32 +00:00
parent 5befb60456
commit b73448d410
7 changed files with 28 additions and 61 deletions
+5 -44
View File
@@ -71,7 +71,6 @@ public:
if( sParam.CompareNoCase("NoteSkins")==0 ) { FillNoteSkins( defOut, sParam ); return; }
else if( sParam.CompareNoCase("Steps")==0 ) { FillSteps( defOut, sParam ); return; }
else if( sParam.CompareNoCase("EditsAndNull")==0 ) { FillEditsAndNull( defOut, sParam ); return; }
else if( sParam.CompareNoCase("Characters")==0 ) { FillCharacters( defOut, sParam ); return; }
else if( sParam.CompareNoCase("Styles")==0 ) { FillStyles( defOut, sParam ); return; }
else if( sParam.CompareNoCase("Groups")==0 ) { FillGroups( defOut, sParam ); return; }
@@ -141,7 +140,7 @@ public:
ListEntries.push_back( mc );
CString sName = mc.m_sName;
CString sChoice = ENTRY_NAME(mc.m_sName);
CString sChoice = mc.m_sName;
defOut.choices.push_back( sChoice );
}
}
@@ -322,44 +321,6 @@ public:
}
}
void FillEditsAndNull( OptionRowDefinition &defOut, CString sParam )
{
Init();
defOut.Init();
ASSERT( sParam.size() );
m_sName = sParam;
defOut.name = "EditsAndNull";
defOut.bOneChoiceForAllPlayers = true;
defOut.layoutType = LAYOUT_SHOW_ONE_IN_ROW;
defOut.m_bExportOnChange = true;
m_vsReloadRowMessages.push_back( MessageToString(MESSAGE_CURRENT_SONG_CHANGED) );
m_vsReloadRowMessages.push_back( MessageToString(MESSAGE_EDIT_STEPS_TYPE_CHANGED) );
if( GAMESTATE->m_pCurSong != NULL )
{
vector<Steps*> vSteps;
GAMESTATE->m_pCurSong->GetSteps( vSteps, GAMESTATE->m_stEdit, DIFFICULTY_EDIT );
StepsUtil::SortNotesArrayByDifficulty( vSteps );
FOREACH_CONST( Steps*, vSteps, p )
{
CString s = (*p)->GetDescription();
defOut.choices.push_back( s );
GameCommand mc;
mc.m_pSteps = *p;
ListEntries.push_back( mc );
}
}
// Add NULL entry for a new edit
{
defOut.choices.push_back( ENTRY_NAME("NewEdit") );
GameCommand mc;
ListEntries.push_back( mc );
}
}
void FillCharacters( OptionRowDefinition &defOut, CString sParam )
{
Init();
@@ -373,7 +334,7 @@ public:
Default.m_pCharacter = GAMESTATE->GetDefaultCharacter();
{
defOut.choices.push_back( ENTRY_NAME("Off") );
defOut.choices.push_back( "Off" );
GameCommand mc;
mc.m_pCharacter = NULL;
ListEntries.push_back( mc );
@@ -437,7 +398,7 @@ public:
ASSERT( vGroups.size() );
{
defOut.choices.push_back( ENTRY_NAME("AllGroups") );
defOut.choices.push_back( "AllGroups" );
GameCommand mc;
mc.m_sSongGroup = GROUP_ALL_MUSIC;
ListEntries.push_back( mc );
@@ -467,7 +428,7 @@ public:
Default.m_dc = DIFFICULTY_INVALID;
{
defOut.choices.push_back( ENTRY_NAME("AllDifficulties") );
defOut.choices.push_back( "AllDifficulties" );
GameCommand mc;
mc.m_dc = DIFFICULTY_INVALID;
ListEntries.push_back( mc );
@@ -1025,7 +986,7 @@ public:
if( pSteps )
s = pSteps->GetDescription();
else
s = ENTRY_NAME("NewEdit");
s = "NewEdit";
}
else
{