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
+7 -10
View File
@@ -93,7 +93,7 @@ const float ITEM_X[NUM_PLAYERS] = { 260, 420 };
* buttons. (It's also used when in five-key mode.)
*/
ScreenOptions::ScreenOptions( CString sClassName ) : Screen(sClassName)
ScreenOptions::ScreenOptions( CString sClassName ) : ScreenWithMenuElements(sClassName)
{
LOG->Trace( "ScreenOptions::ScreenOptions()" );
@@ -106,9 +106,6 @@ ScreenOptions::ScreenOptions( CString sClassName ) : Screen(sClassName)
m_SoundToggleOn.Load( THEME->GetPathToS("ScreenOptions toggle on") );
m_SoundToggleOff.Load( THEME->GetPathToS("ScreenOptions toggle off") );
m_Menu.Load( sClassName );
this->AddChild( &m_Menu );
// add everything to m_framePage so we can animate everything at once
this->AddChild( &m_framePage );
@@ -500,6 +497,8 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
}
m_sprMore->FinishTweening();
this->SortByZ();
}
ScreenOptions::~ScreenOptions()
@@ -911,16 +910,14 @@ void ScreenOptions::Update( float fDeltaTime )
void ScreenOptions::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
* when we're transitioning out. */
if( m_Menu.m_Back.IsTransitioning() || m_Menu.m_Out.IsTransitioning() )
if( m_Back.IsTransitioning() || m_Out.IsTransitioning() )
return;
if( type == IET_RELEASE )
@@ -956,9 +953,9 @@ void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
this->GoToNextState();
break;
case SM_BeginFadingOut:
if(m_Menu.IsTransitioning())
if(IsTransitioning())
return; /* already transitioning */
m_Menu.StartTransitioning( SM_GoToNextScreen );
StartTransitioning( SM_GoToNextScreen );
m_SoundStart.Play();
@@ -1161,7 +1158,7 @@ void ScreenOptions::MenuBack( PlayerNumber pn )
{
Screen::MenuBack( pn );
m_Menu.Back( SM_GoToPrevScreen );
Back( SM_GoToPrevScreen );
}
void ScreenOptions::StartGoToNextState()