remove Set/GetHidden, leave *Visible
remove hidden from ActorCommands eventually
This commit is contained in:
@@ -401,7 +401,7 @@ void OptionRow::InitText()
|
||||
m_sprBullet->RunCommands( m_pParentType->BULLET_ON_COMMAND );
|
||||
break;
|
||||
case OptionRow::RowType_Exit:
|
||||
m_sprBullet->SetHidden( true );
|
||||
m_sprBullet->SetVisible( false );
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -417,12 +417,12 @@ void OptionRow::AfterImportOptions( PlayerNumber pn )
|
||||
* players. */
|
||||
if( m_pHand->m_Def.m_layoutType == LAYOUT_SHOW_ONE_IN_ROW &&
|
||||
!m_pHand->m_Def.m_bOneChoiceForAllPlayers )
|
||||
m_textItems[pn]->SetHidden( !GAMESTATE->IsHumanPlayer(pn) );
|
||||
m_textItems[pn]->SetVisible( GAMESTATE->IsHumanPlayer(pn) );
|
||||
|
||||
// Hide underlines for disabled players.
|
||||
if( !GAMESTATE->IsHumanPlayer(pn) )
|
||||
for( unsigned c=0; c<m_Underline[pn].size(); c++ )
|
||||
m_Underline[pn][c]->SetHidden( true );
|
||||
m_Underline[pn][c]->SetVisible( false );
|
||||
|
||||
// Make all selections the same if bOneChoiceForAllPlayers
|
||||
// Hack: we only import active players, so if only player 2 is imported,
|
||||
@@ -492,10 +492,10 @@ void OptionRow::PositionUnderlines( PlayerNumber pn )
|
||||
ASSERT( m_vbSelected[pnTakeSelectedFrom].size() == m_pHand->m_Def.m_vsChoices.size() );
|
||||
|
||||
bool bSelected = (iChoiceWithFocus==-1) ? false : m_vbSelected[pnTakeSelectedFrom][ iChoiceWithFocus ];
|
||||
bool bHidden = !bSelected || !GAMESTATE->IsHumanPlayer(pn);
|
||||
bool bVisible = bSelected && GAMESTATE->IsHumanPlayer(pn);
|
||||
|
||||
ul.BeginTweening( m_pParentType->TWEEN_SECONDS );
|
||||
ul.SetHidden( bHidden );
|
||||
ul.SetVisible( bVisible );
|
||||
ul.SetBarWidth( iWidth );
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user