Added the notion of a 'cancel' button, and unified all the 'cancel' menu IDs to be kCancelMenuID (ie -1). I've slaved the Menu button (ie Esc on win, 'Start' button on PSP) to this - the idea being, if you hit the Menu button to bring up a menu, hitting it again will dismiss it without doing anything, which is pretty standard behavior for most console/computer games.
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@@ -17,6 +17,12 @@ enum ENUM_AWARDS_STATE{
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STATE_DETAILS,
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};
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namespace
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{
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const int kBackToTrophiesID = 2;
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const int kBackToMainMenuID = 1;
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}
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GameStateAwards::GameStateAwards(GameApp* parent): GameState(parent){
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}
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@@ -164,9 +170,9 @@ void GameStateAwards::Update(float dt)
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SAFE_DELETE(menu);
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menu = NEW SimpleMenu(-102, this,Fonts::MENU_FONT, 50,170);
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if(mState == STATE_DETAILS)
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menu->Add(2, "Back to Trophies");
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menu->Add(1, "Back to Main Menu");
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menu->Add(3, "Cancel");
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menu->Add(kBackToTrophiesID, "Back to Trophies");
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menu->Add(kBackToMainMenuID, "Back to Main Menu");
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menu->Add(kCancelMenuID, "Cancel");
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break;
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case JGE_BTN_PREV:
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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@@ -321,11 +327,11 @@ void GameStateAwards::ButtonPressed(int controllerId, int controlId)
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{
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if(controllerId == -102)
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switch (controlId){
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case 1:
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case kBackToMainMenuID:
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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showMenu = false;
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break;
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case 2:
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case kBackToTrophiesID:
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mState = STATE_LISTVIEW;
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SAFE_DELETE(detailview);
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showMenu = false;
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