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
+14 -2
View File
@@ -17,6 +17,7 @@ bool ScreenPrompt::s_bCancelledLast = false;
//REGISTER_SCREEN_CLASS( ScreenPrompt );
ScreenPrompt::ScreenPrompt(
const CString &sScreenName,
ScreenMessage smSendOnPop,
CString sText,
PromptType type,
@@ -25,7 +26,7 @@ ScreenPrompt::ScreenPrompt(
void(*OnNo)(void*),
void* pCallbackData
) :
Screen("ScreenPrompt")
Screen( sScreenName )
{
m_bIsTransparent = true; // draw screens below us
@@ -130,9 +131,14 @@ void ScreenPrompt::HandleScreenMessage( const ScreenMessage SM )
case SM_DoneOpeningWipingLeft:
break;
case SM_DoneOpeningWipingRight:
SCREENMAN->PopTopScreen( m_smSendOnPop );
if( SCREENMAN->IsStackedScreen(this) )
SCREENMAN->PopTopScreen( m_smSendOnPop );
else
this->HandleScreenMessage( SM_GoToNextScreen );
break;
}
Screen::HandleScreenMessage( SM );
}
void ScreenPrompt::Change( int dir )
@@ -160,11 +166,17 @@ void ScreenPrompt::MenuRight( PlayerNumber pn )
void ScreenPrompt::MenuStart( PlayerNumber pn )
{
if( m_Out.IsTransitioning() || m_Cancel.IsTransitioning() )
return;
End( false );
}
void ScreenPrompt::MenuBack( PlayerNumber pn )
{
if( m_Out.IsTransitioning() || m_Cancel.IsTransitioning() )
return;
switch( m_PromptType )
{
case PROMPT_OK: