fix SaveSync prompt. Make it a Screen again so that it can be used in branching and doesn't need to be integrated into an already-complicated ScreenGameplay.

This commit is contained in:
Chris Danford
2005-11-08 17:51:40 +00:00
parent 4741eac616
commit e87df3bc5e
5 changed files with 29 additions and 6 deletions
+7 -1
View File
@@ -26,7 +26,7 @@ namespace
void *g_pCallbackData;
};
void ScreenPrompt::Prompt( ScreenMessage smSendOnPop, const CString &sText, PromptType type, PromptAnswer defaultAnswer, void(*OnYes)(void*), void(*OnNo)(void*), void* pCallbackData )
void ScreenPrompt::SetPromptSettings( const CString &sText, PromptType type, PromptAnswer defaultAnswer, void(*OnYes)(void*), void(*OnNo)(void*), void* pCallbackData )
{
g_sText = sText;
g_PromptType = type;
@@ -34,11 +34,17 @@ void ScreenPrompt::Prompt( ScreenMessage smSendOnPop, const CString &sText, Prom
g_pOnYes = OnYes;
g_pOnNo = OnNo;
g_pCallbackData = pCallbackData;
}
void ScreenPrompt::Prompt( ScreenMessage smSendOnPop, const CString &sText, PromptType type, PromptAnswer defaultAnswer, void(*OnYes)(void*), void(*OnNo)(void*), void* pCallbackData )
{
SetPromptSettings( sText, type, defaultAnswer, OnYes, OnNo, pCallbackData );
SCREENMAN->AddNewScreenToTop( "ScreenPrompt", smSendOnPop );
}
REGISTER_SCREEN_CLASS( ScreenPrompt );
ScreenPrompt::ScreenPrompt( const CString &sScreenName ):
ScreenWithMenuElements( sScreenName )