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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@@ -129,7 +129,7 @@ void GameStateDuel::Start()
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fillDeckMenu(deckmenu,RESPATH"/player/premade");
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}
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deckmenu->Add( MENUITEM_NEW_DECK, "New Deck...", "Create a new deck to play with.");
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deckmenu->Add( MENUITEM_MAIN_MENU, "Main Menu", "Return to Main Menu");
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deckmenu->Add( MENUITEM_CANCEL, "Main Menu", "Return to Main Menu");
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}
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for (int i = 0; i < 2; ++i){
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@@ -556,7 +556,7 @@ void GameStateDuel::ButtonPressed(int controllerId, int controlId) {
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mGamePhase = DUEL_STATE_CHOOSE_DECK2_TO_PLAY;
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break;
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}
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else if (controlId == MENUITEM_MAIN_MENU ) // user clicked on "Cancel"
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else if (controlId == MENUITEM_MAIN_MENU || controlId == MENUITEM_CANCEL ) // user clicked on "Cancel"
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{
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if (deckmenu)
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deckmenu->Close();
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