Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
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@@ -13,12 +13,12 @@
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#include "Game.h"
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#include "HelpDisplay.h"
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#include "ScreenDimensions.h"
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#include "ThemeMetric.h"
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#define EVEN_LINE_IN THEME->GetMetric("ScreenMapControllers","EvenLineIn")
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#define EVEN_LINE_OUT THEME->GetMetric("ScreenMapControllers","EvenLineOut")
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#define ODD_LINE_IN THEME->GetMetric("ScreenMapControllers","OddLineIn")
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#define ODD_LINE_OUT THEME->GetMetric("ScreenMapControllers","OddLineOut")
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static const ThemeMetric<ActorCommands> EVEN_LINE_IN ("ScreenMapControllers","EvenLineIn");
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static const ThemeMetric<ActorCommands> EVEN_LINE_OUT ("ScreenMapControllers","EvenLineOut");
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static const ThemeMetric<ActorCommands> ODD_LINE_IN ("ScreenMapControllers","OddLineIn");
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static const ThemeMetric<ActorCommands> ODD_LINE_OUT ("ScreenMapControllers","OddLineOut");
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const int FramesToWaitForInput = 2;
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@@ -78,7 +78,7 @@ ScreenMapControllers::ScreenMapControllers( CString sClassName ) : ScreenWithMen
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m_Line[b].SetY( LINE_START_Y + b*LINE_GAP_Y );
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this->AddChild( &m_Line[b] );
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m_Line[b].Command( (b%2)? ODD_LINE_IN:EVEN_LINE_IN );
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m_Line[b].Command( (b%2)? ODD_LINE_IN : EVEN_LINE_IN );
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}
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m_textError.LoadFromFont( THEME->GetPathToF("Common normal") );
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