Use ApplyCommitsScreens. This is simpler, and eliminates one of the

few remaining uses of "NEXT_SCREEN" (deviations from the Screen path)
and nonstandard "SM_GoToNextScreen".
This commit is contained in:
Glenn Maynard
2006-01-15 08:04:40 +00:00
parent 55efe79054
commit cb4739ff31
3 changed files with 15 additions and 25 deletions
+6 -4
View File
@@ -145,6 +145,7 @@ public:
for( int col = 0; col < NumCols; ++col )
{
GameCommand mc;
mc.ApplyCommitsScreens( false );
mc.Load( 0, ParseCommands(ENTRY_MODE(sParam, col)) );
/* If the row has just one entry, use the name of the row as the name of the
* entry. If it has more than one, each one must be specified explicitly. */
@@ -261,10 +262,10 @@ public:
gcOut = ListEntries[iFirstSelection];
}
virtual bool HasScreen( int iChoice ) const
virtual RString GetScreen( int iChoice ) const
{
const GameCommand &gc = ListEntries[iChoice];
return !gc.m_sScreen.empty();
return gc.m_sScreen;
}
void FillNoteSkins( OptionRowDefinition &defOut, CString sParam )
@@ -1165,6 +1166,7 @@ public:
void Init()
{
m_gc.Init();
m_gc.ApplyCommitsScreens( false );
}
virtual void LoadInternal( OptionRowDefinition &defOut, const Commands &cmds )
{
@@ -1197,9 +1199,9 @@ public:
sIconTextOut = "";
gcOut = m_gc;
}
virtual bool HasScreen( int iChoice ) const
virtual RString GetScreen( int iChoice ) const
{
return !m_gc.m_sScreen.empty();
return m_gc.m_sScreen;
}
};
+1 -1
View File
@@ -34,7 +34,7 @@ public:
/* Returns an OPT mask. */
virtual int ExportOption( const OptionRowDefinition &def, const vector<PlayerNumber> &vpns, const vector<bool> vbSelected[NUM_PLAYERS] ) const = 0;
virtual void GetIconTextAndGameCommand( const OptionRowDefinition &def, int iFirstSelection, CString &sIconTextOut, GameCommand &gcOut ) const;
virtual bool HasScreen( int iChoice ) const { return false; }
virtual RString GetScreen( int iChoice ) const { return RString(); }
};
+8 -20
View File
@@ -20,8 +20,6 @@
#define OPTION_MENU_FLAGS THEME->GetMetric (m_sName,"OptionMenuFlags")
#define LINE(sLineName) THEME->GetMetric (m_sName,ssprintf("Line%s",sLineName.c_str()))
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
REGISTER_SCREEN_CLASS( ScreenOptionsMaster );
ScreenOptionsMaster::ScreenOptionsMaster( CString sClassName ):
@@ -130,8 +128,6 @@ void ScreenOptionsMaster::BeginFadingOut()
{
/* If the selection is on a LIST, and the selected LIST option sets the screen,
* honor it. */
m_bExportWillSetANewScreen = false;
int iCurRow = this->GetCurrentRow();
ASSERT( iCurRow >= 0 && iCurRow < (int)m_pRows.size() );
const OptionRow &row = *m_pRows[iCurRow];
@@ -145,12 +141,16 @@ void ScreenOptionsMaster::BeginFadingOut()
{
const OptionRowHandler *pHand = m_OptionRowHandlers[iCurRow];
if( pHand != NULL )
m_bExportWillSetANewScreen = pHand->HasScreen( iChoice );
{
CString sThisScreen = pHand->GetScreen( iChoice );
if( sThisScreen != "" )
m_sNextScreen = sThisScreen;
}
}
}
// If options set a NextScreen or one is specified in metrics, then fade out
if( m_bExportWillSetANewScreen || NEXT_SCREEN != "" )
if( GetNextScreen() != "" )
ScreenOptions::BeginFadingOut();
}
@@ -205,8 +205,7 @@ void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
if( m_iChangeMask & OPT_RESET_GAME )
{
StepMania::ResetGame();
SCREENMAN->SetNewScreen( CommonMetrics::INITIAL_SCREEN );
m_bExportWillSetANewScreen = false;
m_sNextScreen = CommonMetrics::INITIAL_SCREEN;
}
if( m_iChangeMask & OPT_APPLY_SOUND )
@@ -218,18 +217,7 @@ void ScreenOptionsMaster::HandleScreenMessage( const ScreenMessage SM )
SONGMAN->SetPreferences();
CHECKPOINT;
if( !(m_iChangeMask & OPT_RESET_GAME) )
this->HandleScreenMessage( SM_GoToNextScreen );
return;
}
else if( SM == SM_GoToNextScreen )
{
if( SCREENMAN->IsStackedScreen(this) )
SCREENMAN->PopTopScreen( SM_None );
else if( m_bExportWillSetANewScreen )
; // Do nothing. Let Export set the screen.
else if( NEXT_SCREEN != "" )
SCREENMAN->SetNewScreen( NEXT_SCREEN );
this->HandleScreenMessage( SM_GoToNextScreen );
return;
}
else