move MenuElements into a base ScreenWithMenuElements so that metrics can be overridden using the Fallback mechanism

This commit is contained in:
Chris Danford
2004-05-01 23:19:33 +00:00
parent 1d2d1927a6
commit df5cd5e813
57 changed files with 262 additions and 493 deletions
+3 -10
View File
@@ -28,7 +28,7 @@
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
ScreenAward::ScreenAward( CString sName ) : Screen( sName )
ScreenAward::ScreenAward( CString sName ) : ScreenWithMenuElements( sName )
{
bool bEitherPlayerHasAward = false;
ZERO( m_bSavedScreenshot );
@@ -85,26 +85,19 @@ ScreenAward::ScreenAward( CString sName ) : Screen( sName )
return;
}
m_Menu.Load( m_sName );
this->AddChild( &m_Menu );
SOUND->PlayMusic( THEME->GetPathToS( m_sName + " music") );
}
void ScreenAward::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenAward::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenAward::Input()" );
if( m_Menu.IsTransitioning() )
if( IsTransitioning() )
return;
@@ -183,5 +176,5 @@ void ScreenAward::MenuStart( PlayerNumber pn )
OFF_COMMAND( m_textDescription[p] );
}
m_Menu.StartTransitioning( SM_GoToNextScreen );
StartTransitioning( SM_GoToNextScreen );
}