[Xcode4] May as well fix switch warnings.

Still need some assistance for the linker error.
This commit is contained in:
Jason Felds
2011-07-20 11:11:04 -04:00
parent 87c16e9561
commit dbdab4759e
51 changed files with 1159 additions and 1033 deletions
+32 -29
View File
@@ -75,34 +75,36 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
switch( input.MenuI )
{
case GAME_BUTTON_BACK:
if( !(bool)BACK_GOES_TO_START_SCREEN )
break;
// fall through
case GAME_BUTTON_START:
case GAME_BUTTON_COIN:
switch( GAMESTATE->GetCoinMode() )
{
case CoinMode_Pay:
LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)", GAMESTATE->m_iCoins.Get(), PREFSMAN->m_iCoinsPerCredit.Get(), GAMESTATE->GetNumSidesJoined() );
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 )
break; // don't fall through
case GAME_BUTTON_BACK:
if( !BACK_GOES_TO_START_SCREEN )
break;
// fall through
case CoinMode_Home:
case CoinMode_Free:
if( pScreen->IsTransitioning() )
return;
case GAME_BUTTON_START:
case GAME_BUTTON_COIN:
switch( GAMESTATE->GetCoinMode() )
{
case CoinMode_Pay:
LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i, %i)",
GAMESTATE->m_iCoins.Get(),
PREFSMAN->m_iCoinsPerCredit.Get(),
GAMESTATE->GetNumSidesJoined() );
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit && GAMESTATE->GetNumSidesJoined() == 0 )
break; // don't fall through
// fall through
case CoinMode_Home:
case CoinMode_Free:
if( pScreen->IsTransitioning() )
return;
// HandleGlobalInputs() already played the coin sound. Don't play it again.
if( input.MenuI != GAME_BUTTON_COIN )
SCREENMAN->PlayStartSound();
// HandleGlobalInputs() already played the coin sound. Don't play it again.
if( input.MenuI != GAME_BUTTON_COIN )
SCREENMAN->PlayStartSound();
pScreen->Cancel( SM_GoToStartScreen );
break;
default:
ASSERT(0);
}
break;
pScreen->Cancel( SM_GoToStartScreen );
break;
default: FAIL_M("Invalid Coin Mode! Aborting...");
}
default: break;
}
if( pScreen->IsTransitioning() )
@@ -110,10 +112,11 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
switch( input.MenuI )
{
case GAME_BUTTON_LEFT:
case GAME_BUTTON_RIGHT:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
break;
case GAME_BUTTON_LEFT:
case GAME_BUTTON_RIGHT:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
default:
break;
}
// Screen::Input( input );