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.
This commit is contained in:
Chris Danford
2004-11-06 23:13:47 +00:00
parent 6a84b15d3d
commit bcbe615c0d
55 changed files with 349 additions and 308 deletions
+6 -6
View File
@@ -13,12 +13,12 @@
#include "Game.h"
#include "HelpDisplay.h"
#include "ScreenDimensions.h"
#include "ThemeMetric.h"
#define EVEN_LINE_IN THEME->GetMetric("ScreenMapControllers","EvenLineIn")
#define EVEN_LINE_OUT THEME->GetMetric("ScreenMapControllers","EvenLineOut")
#define ODD_LINE_IN THEME->GetMetric("ScreenMapControllers","OddLineIn")
#define ODD_LINE_OUT THEME->GetMetric("ScreenMapControllers","OddLineOut")
static const ThemeMetric<ActorCommands> EVEN_LINE_IN ("ScreenMapControllers","EvenLineIn");
static const ThemeMetric<ActorCommands> EVEN_LINE_OUT ("ScreenMapControllers","EvenLineOut");
static const ThemeMetric<ActorCommands> ODD_LINE_IN ("ScreenMapControllers","OddLineIn");
static const ThemeMetric<ActorCommands> ODD_LINE_OUT ("ScreenMapControllers","OddLineOut");
const int FramesToWaitForInput = 2;
@@ -78,7 +78,7 @@ ScreenMapControllers::ScreenMapControllers( CString sClassName ) : ScreenWithMen
m_Line[b].SetY( LINE_START_Y + b*LINE_GAP_Y );
this->AddChild( &m_Line[b] );
m_Line[b].Command( (b%2)? ODD_LINE_IN:EVEN_LINE_IN );
m_Line[b].Command( (b%2)? ODD_LINE_IN : EVEN_LINE_IN );
}
m_textError.LoadFromFont( THEME->GetPathToF("Common normal") );