sync controls cleanup:

move sync display/saving out of complicated ScreenGameplay
  show sync UI in editor playback as well as gameplay
  revert sync from in-memory backup, not from disk
  move more functions into debug overlay
This commit is contained in:
Chris Danford
2005-05-19 23:29:39 +00:00
parent f20e5915b0
commit d67d60e178
34 changed files with 902 additions and 383 deletions
+4 -8
View File
@@ -446,15 +446,11 @@ retry:
m_sLastLoadedBackgroundPath = sNewBGA;
}
bool bWasOnSystemMenu = GAMESTATE->m_bIsOnSystemMenu;
if( THEME->HasMetric(sScreenName,"AllowOperatorMenuButton") )
GAMESTATE->m_bIsOnSystemMenu = !THEME->GetMetricB( sScreenName,"AllowOperatorMenuButton" );
else
GAMESTATE->m_bIsOnSystemMenu = false;
bool bWasOnSystemMenu = pOldTopScreen && pOldTopScreen->GetScreenType() == system_menu;
bool bIsOnSystemMenu = pNewScreen->GetScreenType() == system_menu;
// If we're exiting a system menu, persist settings in case we don't exit normally
if( bWasOnSystemMenu && !GAMESTATE->m_bIsOnSystemMenu )
if( bWasOnSystemMenu && !bIsOnSystemMenu )
PREFSMAN->SaveGlobalPrefsToDisk();
LOG->Trace("... SetFromNewScreen");
@@ -484,7 +480,7 @@ void ScreenManager::Prompt( ScreenMessage smSendOnPop, const CString &sText, Pro
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
// add the new state onto the back of the array
Screen *pNewScreen = new ScreenPrompt( smSendOnPop, sText, type, defaultAnswer, OnYes, OnNo, pCallbackData);
Screen *pNewScreen = new ScreenPrompt( "ScreenPrompt", smSendOnPop, sText, type, defaultAnswer, OnYes, OnNo, pCallbackData);
pNewScreen->Init();
this->ZeroNextUpdate();
SetFromNewScreen( pNewScreen, true );