undo accidental delete

This commit is contained in:
Chris Danford
2009-04-05 19:40:48 +00:00
parent 0078fe873c
commit fd18a8ce28
3 changed files with 12 additions and 5 deletions
@@ -0,0 +1,11 @@
-- This needs to be an ActorFrame because children will want to load the base and merge their own elements into the table.
t = Def.ActorFrame {};
t[#t+1] = StandardDecorationFromFile( "LeftFrame", "LeftFrame" );
t[#t+1] = StandardDecorationFromFile( "RightFrame", "RightFrame" );
t[#t+1] = StandardDecorationFromFile( "Header", "Header" );
t[#t+1] = StandardDecorationFromFile( "Footer", "Footer" );
t[#t+1] = StandardDecorationFromFileOptional( "Help", "Help" );
t[#t+1] = StandardDecorationFromFileOptional( "StyleIcon", "StyleIcon" );
t[#t+1] = StandardDecorationFromFileOptional( "StageFrame", "StageFrame" );
t[#t+1] = StandardDecorationFromFileOptional( "StageDisplay", "StageDisplay" );
return t;
@@ -0,0 +1 @@
_footer shared
-5
View File
@@ -30,11 +30,6 @@ FadingBanner::FadingBanner()
{
m_Banner[i].SetName( "Banner" );
ActorUtil::LoadAllCommandsAndOnCommand( m_Banner[i], "FadingBanner" );
/* TODO: Move this into Lua. Ideally, there should be a ZTEST_NO_CHANGE that
* would let a ztest command on an ActorFrame propagate to all children. */
m_Banner[i].SetZTestMode( ZTEST_WRITE_ON_FAIL );
this->AddChild( &m_Banner[i] );
}
}