Jeck - Fixed issue 93, duplicate issue 91.

* Deck editor menus no longer fall through into each other.
This commit is contained in:
wagic.jeck
2009-09-30 22:24:21 +00:00
parent 247fb8d3ef
commit 98223b66f0
+17 -14
View File
@@ -103,11 +103,11 @@ void GameStateDeckViewer::Start()
stw.needUpdate = true; stw.needUpdate = true;
menu = NEW SimpleMenu(11,this,menuFont,SCREEN_WIDTH/2-100,20); menu = NEW SimpleMenu(11,this,menuFont,SCREEN_WIDTH/2-100,20);
menu->Add(11,"Save"); menu->Add(0,"Save");
menu->Add(12,"Save & Rename"); menu->Add(1,"Save & Rename");
menu->Add(13,"Switch decks without saving"); menu->Add(2,"Switch decks without saving");
menu->Add(14,"Back to main menu"); menu->Add(3,"Back to main menu");
menu->Add(15,"Cancel"); menu->Add(4,"Cancel");
//icon images //icon images
@@ -1191,7 +1191,7 @@ int GameStateDeckViewer::loadDeck(int deckid){
void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId) void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
{ {
switch(controllerId){ switch(controllerId){
case 10: case 10: //Deck menu
if (controlId == -1){ if (controlId == -1){
mParent->SetNextState(GAME_STATE_MENU); mParent->SetNextState(GAME_STATE_MENU);
break; break;
@@ -1200,33 +1200,35 @@ void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
mStage = STAGE_WAITING; mStage = STAGE_WAITING;
deckNum = controlId; deckNum = controlId;
break; break;
} case 11: //Save / exit menu
switch (controlId) switch (controlId)
{ {
case 0:
case 11:
myDeck->save(); myDeck->save();
playerdata->save(); playerdata->save();
pricelist->save(); pricelist->save();
mStage = STAGE_WAITING; mStage = STAGE_WAITING;
break; break;
case 12: case 1:
if(myDeck && myDeck->parent){ if(myDeck && myDeck->parent){
options.keypadStart(myDeck->parent->meta_name,&newDeckname); options.keypadStart(myDeck->parent->meta_name,&newDeckname);
options.keypadTitle("Rename deck"); options.keypadTitle("Rename deck");
} }
break; break;
case 13: case 2:
updateDecks(); updateDecks();
mStage = STAGE_WELCOME; mStage = STAGE_WELCOME;
break; break;
case 14: case 3:
mParent->SetNextState(GAME_STATE_MENU); mParent->SetNextState(GAME_STATE_MENU);
break; break;
case 15: case 4:
mStage = STAGE_WAITING; mStage = STAGE_WAITING;
break; break;
}
break;
case 2:
switch (controlId){
case 20: case 20:
{ {
MTGCard * card = cardIndex[2]; MTGCard * card = cardIndex[2];
@@ -1249,6 +1251,7 @@ void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
break; break;
} }
} }
}
// n cards total, a of them are of desired type (A), x drawn // n cards total, a of them are of desired type (A), x drawn
// returns probability of no A's // returns probability of no A's