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;
}
};